Journal of Gaming & Virtual Worlds - Current Issue
Volume 15, Issue 3, 2023
- Editorial
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- Articles
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Popular pleasures: Sharpening the tools for a popular aesthetic in video game criticism
More LessWhat is the purpose of popular aesthetics in video game criticism? This overarching question will serve as a starting point in this article, which is an attempt to bring the focus of game studies back to popular aesthetics in general and the aesthetic category of ‘cuteness’ in particular. As popular media pose problems for established aesthetic theories, I want to explore the most classical of all aesthetic theories, Immanuel Kant’s Critique of the Power of Judgment, in order to point towards the possibility of a popular aesthetic. The aesthetic judgement of cuteness, more concretely Yoshi’s Crafted World’s cuteness, guides us through this reflection. Cuteness finds its place as ‘impure’ beauty, characterized by a specific constellation between the agreeable, useful and beautiful. By interrogating the strengths and weaknesses of Kant’s aesthetics, I identify three points to carve out a popular video game criticism in the future: (1) the role of the body for sensory cognition, (2) the question of aesthetic form and (3) the emphasis on popular pleasures.
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Inclusivity and diversity in ‘Actual Play’: Studying The Adventure Zone
Authors: Ryan Stanton and Mark R. Johnson‘Actual Play’ is a growing form of play spectatorship which involves the recording and broadcast of tabletop gaming sessions. It has spawned bestselling comics, live shows and television adaptations. Unlike ‘Let’s Play’ videos on YouTube or game livestreaming on platforms like Twitch, there has been little in the way of critical analysis of this new media form. This article therefore aims to understand its audience(s) through qualitative and quantitative content analysis of survey responses from the fan communities of one of the most popular Actual Play shows, The Adventure Zone. We focus on the relationship between Actual Play’s attempts at creating more accessible and inclusive media that welcome all types of people and the more exclusionary, highly gendered aspects of the broader gaming community. These enquiries also serve as a case study for Actual Play as a less-examined area of both play spectatorship and gaming content creation, and points towards potential future study in these areas.
This article analyses Actual Play podcast The Adventure Zone to highlight the under-explored dynamics of fan audiences in this area of gaming content creation. Topics covered include audience reception of the creators, engagement with issues of diversity and Actual Play as a tabletop roleplaying game gateway.
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We have always been social: Comparing social expressiveness between single-player and multiplayer gamers
Authors: Kelly Bergstrom and Nathaniel PoorOrganizing games by categories based on playstyle (e.g. single-player vs. multiplayer) makes sense from a marketing perspective, but when it comes to organizing players into such categories, things get tricky. To illustrate that categorizing players based on preferences for single-player vs. multiplayer games may be problematic, we analysed millions of posts in Reddit for single-player and multiplayer games to see which players use more extroversion (pro-social) words, citing research suggesting that those who prefer multiplayer games should use more extroversion words. We found no noticeable differences between the two groups, although unexpectedly single-player gamers did use more extroversion words in a statistically significant manner. Ultimately, we offer caution that categorization of games and gamers – although useful at times – can oversimplify assumed preferences and, when not critically examined, may lead to the reification of misleading and exclusionary categories of both games and the people who play them.
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Heroism, vulnerability and care in civilian-focused wargames
More LessFocusing on Liyla and the Shadows of War, Bury Me, My Love and This War of Mine through gender studies, platform studies, affect studies and theories of care, the article offers a comparative close reading analysis of the three games with an emphasis on time management, platform and affect, arguing that these games conceptualize a shift from heroism to care based on their temporality and by creating an affect of vulnerability. Liyla enacts the urgency made palpable by war, forcing the player character to abandon the time-consuming task of care. Bury Me, My Love systematically precludes heroic narratives, outlining instead a caring masculinity that relies on the affective time management of the mobile phone. Finally, the game mechanics of This War of Mine combine the time of heroism and caring – provided that the latter is an essential prerequisite for the former. The article concludes that these diegetic care templates may make players really care.
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- Essays
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Salvaging satire: An essay review of Blackbird Interactive’s Hardspace: Shipbreaker (2022)
By Mark MullenShipbreaker, a game where players disassemble ships to enrich the coffers of a ruthless corporation, is a canny satire of the modern corporate doublespeak that positions corporations as bastions of freedom and social responsibility even as they systematically immiserate their highly skilled ‘independent contractors’ and strip them of their basic rights. However, the game crossed a line for some players in that it loudly and unapologetically advocates for unionization and collective industrial action as a counter to corporate greed and exploitation. While this player hostility is simply a reflection of the long-term success of anti-labour initiatives, particularly in North America, it is also fair to ask how seriously we should regard a pro-union message from within an industry whose exploitative treatment of workers is legendary. More problematically, the game not only fails to deliver on its satirical premise, but manages to reinscribe in its gameplay some of the very elements the satire sets out to challenge. This may be due in part to a widespread cultural confusion concerning the nature of satire, but the example of Shipbreaker also suggests that the Early Access development model may itself place severe limits on the satirical potential of games.
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Doomsday libraries: Representations of libraries in post-apocalyptic video games
By Brendan FayThis article examines the depiction of libraries in post-apocalyptic games and the roles they play from a gameplay, storytelling and character development perspective. While the representation of libraries in film, fiction and other media has been the subject of considerable scholarly interest, there has been comparatively less attention on the representation of libraries in video games; this article fills a gap in the literature in its exclusive focus on the representation of libraries in post-apocalyptic settings. Libraries serve in two distinct roles in post-apocalyptic games: as storehouses of information and knowledge, and as sanctuaries from hostile and unforgiving worlds that emerge in the wake of an extinction-level event.
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Subnautica: The undersea comfort game
By Eoin MurrayThis review of Unknown Worlds Entertainment’s survival and exploration game, Subnautica (Unknown Worlds Entertainment 2018) aims to discuss the game and highlight just how it presents an enjoyable experience to new and veteran players alike and why the game is seeing a continual boom in its player base. To do this, I will be discussing some context around Subnautica and its place in PlayStation’s ‘Play at Home Initiative’ over the course of the global pandemic. Then I will discuss the game in-depth, focusing on its atmosphere and style, its narrative and finally its gameplay before offering some final thoughts on Subnautica as an excellent ‘comfort’ game whose different gameplay modes can attract players of all inclinations, providing the experience they are looking for.
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