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Category Archives: 3/2014 Journal

Assembling a game development scene? Uncovering Finland’s largest demo party

Heikki Tyni, Olli Sotamaa
Abstract The study takes look at Assembly, a large-scale LAN and demo party founded in 1992 and organized annually in Helsinki, Finland. Assembly is used as a case study to explore the relationship between computer hobbyism – including gaming, demoscene and other related activities – and professional game development. Drawing from ...
Category > 3/2014 Journal

Twine’s revolution: Democratization, depoliticization, and the queering of game design

Alison Harvey
Abstract This paper considers the Twine application’s “revolution” in order to assess the consequences and challenges of the democratization of game design for those often marginalized from the mainstream digital games industry. Through a review of Twine as a tool, Twine games and design practices, and the community that has formed ...
Category > 3/2014 Journal

Videorec as gameplay: Recording playthroughs and video game engagement

Abstract This paper outlines an alternative genealogy of “non-narrative machinima” by the means of tracing a parallel with different cinematographic genres. It analyses the circuit of production and distribution of such material as a field for modes of superplay, in which users both compete and collaborate. Doing so, it proposes that ...
Category > 3/2014 Journal

Playing new music with old games: The chiptune subculture

Israel Márquez
Abstract Although video games have been studied from a wide range of perspectives, from film to literature, little attention has been given to the role of music and sound in games. Not only to the role of music and sound within games, but also to the many different forms in which ...
Category > 3/2014 Journal

“I am a rogue night elf”: Avatars, gaming and The Big Bang Theory

Theo Plothe
Abstract CBS’s The Big Bang Theory (TBBT) frequently exhibits elements of video games and gaming culture. The author uses subculture theory to consider the representation of video games, gamers, and their avatars within popular culture. This paper investigates the representation of avatars within the characterization of gaming subculture on the TBBT. ...
Category > 3/2014 Journal

From camp to kitsch: A queer eye on console fandom

Rob Gallagher
Abstract Offering a queer perspective on video game fandom, this article considers the factors that fostered a subculture of Western devotees of Japanese video games in the 1990s. Focused on readers of the English publication Sega Saturn Magazine, it shows how, for these players, Japanese games became the basis of a ...
Category > 3/2014 Journal

The stroller in the virtual city: Spatial practice of Hong Kong players in Sleeping Dogs

Ge Zhang
ABSTRACT Sleeping Dogs is an open-world role-playing game developed by United Front Games, a Canadian Studio based in Vancouver, in conjunction with Square Enix London Studios and released by Square Enix in 2012. The game features the city of Hong Kong and the society of Chinese Triads. While the game itself ...
Category > 3/2014 Journal

Introduction: games and subcultural theory

Marco Benoit Carbone (University College London), Paolo Ruffino (Goldsmiths. University of London)
    "This issue of GAME Journal offers a recognition and a series of case studies on video games from the point of view of subcultural theory. Game studies have hitherto focused little on their object from this perspective, which offers a theoretical frame for the historical and ever growing complexity ...
Category > 3/2014 Journal
G|A|M|E (ISSN: 2280-7705)
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