- Home
- A-Z Publications
- Journal of Gaming & Virtual Worlds
- Previous Issues
- Volume 16, Issue 2, 2024
Journal of Gaming & Virtual Worlds - Games, Books and Gamebooks, Jun 2024
Games, Books and Gamebooks, Jun 2024
- Editorial
-
-
-
Editorial
Authors: René Glas, Souvik Mukherjee, Hanna-Riikka Roine and Jaakko StenrosGames and books, understood in the broadest possible sense, interrelate in numerous different ways. Books and games can take each other’s form; they inspire and augment, expand and specify, contextualize and transform one another. We can ‘read’ games, and we can ‘play’ books. This article is an editorial to a Special Issue that discusses game-book hybrids, gamebooks, as complex entities worthy of their own attention. The focus is specifically on the intersections of games and books (instead of, for instance, games and literature, or games and narratives) as these offer a site for a fruitful cross-disciplinary work. The editorial briefly surveys the field and lays out the basics of games and books as interdisciplinary sites of research. It then introduces a tentative typology for mapping out the interconnectedness of games and books. Finally, the editorial introduces and briefly contextualizes the articles in the Special Issue.
-
-
- Articles
-
-
-
Master of Go plays Mahjong
By Hanna WirmanThe novel Master of Go (Kawabata 1954) tells about a soon-retiring professional player of the board game Go. Loosely documenting a single yet nearly six months long match of Go that took place in 1938, the book explores an exciting game that reflected the changing times of post-war Japan. Intriguingly, the ‘master’ Hon’inbō Shūsai is also an avid player of games other than Go. This article demonstrates how the concepts ‘coincident play’ (Wirman 2021) and ‘continuum of play’ (2014) help to unpack how games co-exist in people’s lived experiences and thus support and relate to each other in non-trivial ways. My interest is in where The Master of Go carefully describes how other games, namely the Japanese form of chess called Shogi, Mahjong, billiards, Ninuki and Renju, exist in relation to the ‘main game’ of Go played in the book. When discussing temporally adjacent play in relation to digital games, we should look for instances of play and games more broadly. The instances of coincident play in Master of Go are not unlike how Chinese World of Warcraft gold-miner players are reportedly playing the same game at their leisure (cf. Dibbell 2007), for example. We are players of games, not of a game. Our play traverses from one game to another and each game gives us something different. This is also why different life contexts and moments in person’s daily life call for different games. It is this traversing between games that is examined in this article.
-
-
-
-
The dragon caught in amber: Greyhawk novels as narrative adaptations of adventure modules
Authors: Jukka Särkijärvi and Hanne JuntunenBoth role-playing game tie-in novels and adventure modules are little-studied and under-theorized topics. Whereas a tabletop role-playing game as a medium is participatory, interactive and narratively open-ended, the novel presents a fixed narrative. When a module is adapted into a novel, this forms a certain tension. This article examines the novels The Temple of Elemental Evil (Reid 2001) and White Plume Mountain (Kidd 1999), adapted from modules of the same names, and the ways that they engage in dialogue with the original texts, as well as how they form a part of the greater realized world of Dungeons & Dragons. These ways include cartographic storytelling and the logic of unfolding (Caracciolo 2019) in how the mapped areas of the module are presented to the novel’s reader, as well as the palimpsest, the doubled pleasure (Hutcheon 2013) of experiencing two texts simultaneously.
-
-
-
Toying with books: Aspects of a theory of movable toy books – With a note on recent remediations in digital games
More LessInteractive toy books are subsets of a large set of bookish media. They can be seen as complex multimodal media that combine visual cues such as illustrations, language cue, and interaction. In this article, I discuss how movable toy books link space and interactivity to create a specific reading or playing experience. Learning more about such books helps us not only to understand historical media, but it also ultimately throws light on what play is and how other playful media function. In light of recent developments, I briefly discuss recent remediations of interactive toy book in digital games, an example of which is the 2011 movie tie in game Winnie the Pooh, towards the end of this article.
-
-
-
Playing with the gamebook: The Final Hours interactive storybooks as playful paratexts
By René GlasThis article discusses an interactive storybook series titled The Final Hours which provides behind-the-scenes perspectives on the creation of certain video games. The focus is on how the specific interactive, playful elements which make up the reading – or playing – of these books provide forms of engagement which deviate from more traditional paper-based books on the making-of games. The analysis is situated within ongoing discussions about the role of paratextuality in and around games, in this case focusing on the question how these storybooks give shape to players’ understanding of games and game production through playful interactions with the making-of games. To account for the medium specificity of this type of interactive books, the paratextual analysis also connects to studies on paper-based pop-up or ‘movable’ books, a genre often associated with play, providing not just insights into paratextual functions but also highly ludic form.
-
-
-
From texts to games: Tracing intertextuality, intermediality and intermateriality in Chinese cultivation games and novels
By Yu HaoThis article investigates the interrelations between video games and literature, with a specific focus on the Chinese cultivation genre, which is influenced by Chinese mythology, Daoism, alchemy and other traditional Chinese elements. Drawing upon discussions of intertextuality, intermediality and intermateriality, the article offers an analysis of the theoretical trajectory and examines the connection between cultivation games and novels. By closely examining the cultivation genre, it explores the transition from intertextuality to intermediality and subsequently to intermateriality within the context of video games and online fiction. This study seeks to contribute to a deeper understanding of the intricate relationship between cultivation games and literature, paving the way for further exploration and critical discourse in the study of the intertwining of games and novels within the broader landscape of cultural production.
-
-
-
The bookworm of Blaviken: An intermedial analysis of books in The Witcher 3: Wild Hunt
More LessThis article offers an intermedial analysis of how books are represented in The Witcher 3, building on the media theories of Lars Elleström and W. J. T. Mitchell. The analysis shows how the game pits books against images and exposes latent tensions in the representational conventions of games. The game reflects an intermedial excess that speaks to a more profound crisis in the discursive construction of the computer games medium. Building on the analysis, the article turns to discuss how the medium of computer games is qualified through both its likenesses and differences to other narrative media, most notably literature and cinema. Compared to these media, computer games entice their players with promises of immersion and control, while ultimately failing to fulfil both. The intermedial excess of The Witcher 3 can be understood as a playful commentary on the promises and limits to the representational capacities of computer games.
-
-
-
‘A happier, healthier you’: Fair Play and the promise of a future self
More LessThis article analyses Eve Rodsky’s Fair Play self-help book and card game, a tool designed to re-allocate domestic work more equitably for a stereotypical heterosexual American couple. I situate Rodsky’s work within three contexts: as a transformative role-playing game, as a critique of patriarchy hampered by its white feminist and gender essentialist biases, and as a self-help project offering its players a kind of fantasy play: the dream of their happier selves.
-