1
10
5
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
A Pedestal, A Table, A Love Letter: Archaeologies of Gender in Videogame History
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Laine NOONEY
Date
A point or period of time associated with an event in the lifecycle of the resource
December 2013
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
A Pedestal, A Table, A Love Letter: Archaeologies of Gender in Videogame History
Item Type
Journal Article
Author
Laine NOONEY
URL
http://gamestudies.org/1302/articles/nooney
Volume
13
Issue
2
Publication Title
Game Studies: the international journal of computer game research
ISSN
1604-7982
Date
December 2013
Language
English
Abstract Note
The history of videogames has largely been imagined as a patrilineal timeline. Women, when they emerge as participants in the game industry, are typically figured as outliers, exceptions, or early exemplars of “diversity” in the game industry. Yet the common practice of “adding women on” to game history in a gesture of inclusiveness fails to critically inquire into the ways gender is an infrastructure that profoundly affects who has access to what kinds of historical possibilities at a specific moment in time and space. This contribution aims to shift the relevant question from “Where are women in game history?” to “Why are they there in the way that they are?” To do so, the essay strategically deploys Sierra On-Line co-founder and lead designer Roberta Williams as an exceptional case study on the problem of gender in videogame history. Drawing from both media archaeology and feminist cultural studies, this contribution first outlines the function Roberta Williams serves as a gendered subject of game history. The remainder of the essay is organized as three short, non-chronological vignettes about specific objects and practices in the biography of Roberta Williams. Attention to the contextual specificity of Roberta Williams and her historical moment produces an alternative genealogy for gaming centered around relations of intimacy and labor in domestic space. Rather than producing a chronology, the method of this essay illustrates a historical critique by sketching a contour that unsettles the presumptive logic of what we must account for when we write about the objects and subjects of game history.
Keywords: videogame history, media archaeology, Sierra On-Line, Roberta Williams, feminism, gender, women and games, historical method, adventure games, computer games
adventure games
computer games
feminism
Gender
historical method
media archaeology
Roberta Williams
Sierra On-Line
videogame history
women in games
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Baldur’s Gate and History: Race and Alignment in Digital Role Playing Games.
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Christopher Warnes
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
Baldur’s Gate and History: Race and Alignment in Digital Role Playing Games.
Item Type
Journal Article
Author
Christopher Warnes
URL
http://www.digra.org/wp-content/uploads/digital-library/06276.04067.pdf
Pages
6
Publication Title
Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play
Language
English
Abstract Note
Games studies today are characterised by both the novelty of interpreting the unfolding digital revolution, and insecurity about where the discipline stands in terms of other academic fields of inquiry. The ludology/narratology debate exhibits two important features: anxiety about the proximity of the discipline to the games industry, and a formalist bias that dominates the field. Focussing on race and alignment in role playing games, this paper addresses this bias by asserting the relevance of cultural materialist and postcolonial modes of critique to commercially-produced computer games. It is argued that games like Baldur’s Gate I and II cannot be properly understood without reference to the fantasy novels that inform them. When historicised, the genre of fantasy reveals an implicit reliance on notions of race and moral alignment. The ways these notions re-appear in digital role playing games is shown to be relevant to current political and social realities of the West.
alignment
computer games
cultural materialism
games
Ludology
narratology
race
role playing games
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Computer Games as a Part of Children's Culture
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Johannes Fromme
Date
A point or period of time associated with an event in the lifecycle of the resource
may 2003
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
Computer Games as a Part of Children's Culture
Item Type
Journal Article
Author
Johannes Fromme
URL
http://www.gamestudies.org/0301/fromme/
Volume
volume 3
Issue
1
Publication Title
Game Studies: the international journal of computer game research
Date
may 2003
Language
English
Abstract Note
Johannes Fromme is a Professor for Media Research in Educational Science at the University of Magdeburg, Germany.
children
computer games
culture
education
game studies
games
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
The Algorithmic Experience: Portal as Art
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Michael BURDEN
Sean GOUGLAS
Date
A point or period of time associated with an event in the lifecycle of the resource
December 2012
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
The Algorithmic Experience: Portal as Art
Item Type
Journal Article
Author
Michael BURDEN
Sean GOUGLAS
URL
http://gamestudies.org/1202/articles/the_algorithmic_experience
Volume
12
Issue
2
Publication Title
Game Studies: the international journal of computer game research
ISSN
ISSN:1604-7982
Date
December 2012
Language
English
Abstract Note
The videogame Portal is an algorithmic exploration of human struggle against algorithmic processes that have superseded their original intended purpose. The game explores the search for freedom from such computational processes. The freedom presumed in the portal gun - which allows access where there was none - is circumscribed by creating pathways that only open back into the maze of the Aperture Science Facility. The promised reward for completing the algorithm is freedom, but the promise is made by a master chained to the very facility it controls. Both GLaDOS and the player are bound to complete the algorithm. There is no escape.
Portal extends this tension, perverting the traditional relationship between player and protagonist. Each test requires inputs to complete, with the companion cube serving as a necessary but disposable means to that end. What the companion cube is to Chell so Chell is to the player - she reappears after each failed test like a weighted companion cube dropping from a chute.
Harmony between the game mechanic and the story ensures emotional resonance between Chell’s suffocation in the workings of the system and the player’s own frustration in moving through the game. Unlike other artworks, Portal not only communicates emotion but also allows for play to achieve it. Thus when the narrative pushes Chell to complete the tests by being incinerated, the player’s own yearning to escape the confines of GlaDOS’s control reaches its own breaking point, synchronizing the goals of both player and protagonist. This aesthetic of play speaks directly to the relevance artistic videogames hold for {INSERT AUDIENCE HERE}.
Keywords: Portal, Art, Algorithms, Testing, Videogame, Aesthetics
aesthetics
Algorithms
art
computer games
games
Portal
testing
Videogames
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Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
Pesquisa Acadêmica
Dublin Core
The Dublin Core metadata element set is common to all Omeka records, including items, files, and collections. For more information see, http://dublincore.org/documents/dces/.
Title
A name given to the resource
The Leisure of Serious Games: A Dialogue
Type
The nature or genre of the resource
Journal Article
Creator
An entity primarily responsible for making the resource
Geoffrey M. Rockwell
Kevin Kee
Date
A point or period of time associated with an event in the lifecycle of the resource
May 2011
Language
A language of the resource
English
Contributor
An entity responsible for making contributions to the resource
Letícia Rodrigues
Zotero
Title
The Leisure of Serious Games: A Dialogue
Item Type
Journal Article
Author
Geoffrey M. Rockwell
Kevin Kee
URL
http://gamestudies.org/1102/articles/geoffrey_rockwell_kevin_kee
Volume
11
Issue
2
Publication Title
Game Studies: the international journal of computer game research
Date
May 2011
Language
English
Abstract Note
This dialogue was performed by Dr. Geoffrey Rockwell and Dr. Kevin Kee1 as a plenary presentation to the 2009 Interacting with Immersive Worlds Conference at Brock University in St. Catharines, Canada. Kevin introduced Geoffrey as a keynote speaker prepared to present on serious games. Instead of following convention, Geoffrey invited Kevin to engage in a dialogue testing the claim that "games can be educational". Animated by a spirit of Socratic play, they examined serious gaming in the light of the insights of ancient philosophers including Socrates, Plato and Aesop, twentieth-century theorists such as Ludwig Wittgenstein, Bernard Suits, Johan Huizinga, and Roger Callois, and contemporaries such as Espen Aarseth, Bernard Suits and Mihaly Csikszentmihalyi. Their dialogue touched on topics ranging from definitions of play and games, to existing examples of “serious games”, to divisions between games and simulations, and the historical trajectories of comparable media. Their goal was to provide an introduction to these topics, and provoke discussion among their listeners during the conference that followed. In the end, they agreed that the lines of separation between "games" and "learning" may not be as clear as sometimes assumed, and that in game design we may find the seeds of serious play.
Keywords: serious games, play, education, Socratic dialogues, theory.
Short Title
ISSN:1604-7982
computer games
education
games
play
serious games
Socratic dialogues
theory
Videogames