Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Social and Behavioral Sciences (25)
- Communication (17)
- Critical and Cultural Studies (10)
- Sociology (8)
- Communication Technology and New Media (6)
-
- Education (6)
- Engineering (6)
- Medicine and Health Sciences (6)
- Physical Sciences and Mathematics (6)
- Computer Sciences (5)
- Public Affairs, Public Policy and Public Administration (5)
- Graphic Design (4)
- Psychology (4)
- Social Psychology and Interaction (4)
- Business (3)
- Computer Engineering (3)
- Educational Technology (3)
- Film and Media Studies (3)
- Instructional Media Design (3)
- American Popular Culture (2)
- American Studies (2)
- E-Commerce (2)
- Economics (2)
- Gender and Sexuality (2)
- Graphics and Human Computer Interfaces (2)
- Interdisciplinary Arts and Media (2)
- Leisure Studies (2)
- Keyword
-
- Gaming (12)
- Section 3: Regimes of Spectatorship (5)
- Ideology and Morality (4)
- Section 4: Ethics (4)
- Video games (4)
-
- Videogames (4)
- Game design (3)
- Games (3)
- Serious games (3)
- Gamers (2)
- Gender (2)
- HPV vaccination (2)
- Play (2)
- Section 2: Social Bodies (2)
- ATARI 2600 (1)
- Adaptation (1)
- Adolescent health (1)
- Adolescents (1)
- Agent-based modeling (1)
- Amateur design (1)
- Analysis (1)
- App economy (1)
- Arcade (1)
- Argument (1)
- Artistry (1)
- Assignments (1)
- Atari (1)
- BioCyberSecurity (1)
- Biometrics (1)
- Biosignatures (1)
- Publication Year
- Publication
-
- Reconstruction: Studies in Contemporary Culture (15)
- English Faculty Publications (4)
- Distance Learning Faculty & Staff Books (2)
- Ellmer School of Nursing Faculty Publications (2)
- Engineering Management & Systems Engineering Faculty Publications (2)
-
- Modeling, Simulation and Visualization Student Capstone Conference (2)
- Communication & Theatre Arts Faculty Publications (1)
- Computer Science Faculty Publications (1)
- Counseling & Human Services Faculty Publications (1)
- Electrical & Computer Engineering Faculty Publications (1)
- English Theses & Dissertations (1)
- Institute for the Humanities Master's Papers, Projects, and Capstones (1)
- Physics Faculty Publications (1)
- Rehabilitation Sciences Faculty Publications (1)
- STEMPS Faculty Publications (1)
- Undergraduate Research Symposium (1)
- VMASC Publications (1)
- Publication Type
Articles 31 - 38 of 38
Full-Text Articles in Game Design
Shooters To The Left Of Us, Shooters To The Right: First Person Arcade Shooter Video Games, The Violence Debate, And The Legacy Of Militarism, Karen J. Hall
Reconstruction: Studies in Contemporary Culture
Adult concerns about video games erupted in the 1990s when parents and politicians came forward with claims that Doom, Mortal Kombat, Killer Instinct and games like them were partially responsible for the rash of school shootings in predominantly white, middle class communities. The author of this chapter argues that arcade games serve the national interest by entertaining consumer-citizens and creating a consumer-based demand for military technology. However, when adolescent shooters disrupt the status quo, it is the games rather than militarist social and economic structures that are criticized by the news media, politicians, and parents. The author of …
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Reconstruction: Studies in Contemporary Culture
Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …
Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman
Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman
Reconstruction: Studies in Contemporary Culture
[First paragraph]
Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
Reconstruction: Studies in Contemporary Culture
While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Reconstruction: Studies in Contemporary Culture
The virtual body is already here. Though not as “seamless” as the virtual body envisioned in cyberpunk literature and made popular in films like The Lawnmower Man (1992), hundreds of thousands of people in over 114 countries (“Visitor Center”) daily log into massively multiplayer online role-playing games like Everquest, Ultima Online, Anarchy Online, and Earth and Beyond. These massively multi-player online role-playing games (MMORPGs or MMOs for short) [1] combine the extensive rule systems of traditional role-playing games (or RPGs) such as Advanced Dungeons & Dragons with computer graphic technology and online chat. In these computer …
Fractured Identities: Siblings And Doubles In Video Games, Laurie N. Taylor
Fractured Identities: Siblings And Doubles In Video Games, Laurie N. Taylor
Reconstruction: Studies in Contemporary Culture
In her essay on “Fractured Identities: Siblings and Doubles in Video Games” Laurie Taylor explores how certain norms of video game design – originally derived from technological constraints of code space and processing speed – continue as the narrative parameters of many if not most contemporary video games. Synthesizing approaches from literary studies and narratology, Taylor offers an innovative angle on the fractured identities of doubles and siblings as the narrative correspondence to now largely obsolete technological constraints. Game-play, related to but nevertheless distinct from the literary type of narrative, as Taylor insists, is a key factor in determining what …
Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young
Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young
Reconstruction: Studies in Contemporary Culture
No abstract provided.
Rogerian Rhetoric As Negotiation: Does Its Dependence On Game Theory Pose Ethical Problems?, Stacy Fussell Thorne
Rogerian Rhetoric As Negotiation: Does Its Dependence On Game Theory Pose Ethical Problems?, Stacy Fussell Thorne
Reconstruction: Studies in Contemporary Culture
[First paragraph]
In the war game Diplomacy, players win by gaining control of Europe. In order to win, however, players must successfully negotiate with other players, make alliances with them, and sometimes gain the support of their ally's military resources, their armies or fleets. In the rules of the game, Diplomacy is described as
- a game of negotiations, alliances, promises kept, and promises broken. In order to survive, a player needs help from others. In order to win the game, a player must eventually stand alone. Knowing whom to trust, when to trust them, what to promise, and when …