[game_edu] /Game Studies/: The International Journal of Computer Game Research has , just published its latest issue (Volume 10, Issue 1, April 2010)

Suzanne Freyjadis suzanne at gamepathevents.com
Thu May 20 13:26:36 EDT 2010


Thank you for posting this, Jose!

I am looking forward to reading the articles. Are any of the authors on the
list?

Best,
Suzanne

Suzanne Freyjadis
Director
Game Education Summit
suzanne at gameeducationnetwork.com
512.619.4151


-----Original Message-----
From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf
Of Jose P. Zagal
Sent: Monday, May 17, 2010 4:56 PM
To: GAMESNETWORK at uta.fi; IGDA Game Education Listserv
Subject: [game_edu] /Game Studies/: The International Journal of Computer
Game Research has , just published its latest issue (Volume 10, Issue 1,
April 2010)

Apologies for crossposts.


-------- Original Message --------
Game Studies: The International Journal of Computer Game Research has
just published its latest issue (Volume 10, Issue 1, April 2010).

All articles are available at http://gamestudies.org/1001

This issue of GS includes not only articles but also 4 book reviews, 1
interview and 1 Call for Papers.


Articles

Diminutive Subjects, Design Strategy, and Driving Sales: Preschoolers
and the Nintendo DS
by J. Alison Bryant, Anna Akerman, Jordana Drell

Abstract:
Designing for the youngest consumers is a daunting task for video game
producers, who historically have focused on more “hard core” game fans.
This article chronicles the research and design process involved in
creating Nintendo DS games for a preschool audience. By integrating
multi-method research into the creative process, game producers can
better understand the game mechanics related to different technologies
in the context of such young players. This research process is discussed
not only with respect to how it was used to help develop DS games for
preschoolers, but also in regard to the roles of exploratory and
formative research in creating new titles, more generally, for this
youngest set. In addition to a set of best practices from a process
perspective, we discuss our key findings and design tips when it comes
to preschoolers and their cognitive abilities, motor skills, and design
preferences. By understanding the unique needs of preschoolers, we can
continue to improve the interfaces that we create for them on any chosen
system, and better integrate educational and other “serious” content
into games for this target audience.

http://gamestudies.org/1001/articles/bryant_akerman_drell


Tags, Threads, and Frames: Toward a Synthesis of Interaction Ritual and
Livejournal Roleplaying
by Sarah Wanenchak
Abstract:
What does online interaction look like? How does it fit with established
theories of interaction? The examined setting is an online roleplaying
game where the action is entirely transacted through text. The structure
of observable interactions within the context of the game is explored.
The paper concludes with an analysis of how the observed online
interactions are understandable through traditional sociological
conventions of face to face interaction.

http://gamestudies.org/1001/articles/wanenchak


Rarity and Power: Balance in Collectible Object Games
by Ethan Ham
Abstract
For collectible card games (CCGs), game designers often limit the
availability of cards that have a particularly powerful gameplay effect.
The conventional wisdom is that the more powerful a card is, the more
rare it should be. The long-term implications of such an approach can
have negative consequences on a game’s suitability for casual play.
Digital Addiction (a company that produced online, collectible card
games in the 1990s) developed a different game design philosophy for
balancing collectible card games. The approach called for the most
obviously and generally useful cards to be the most common and to equate
rarity to specialization rather than raw power.

http://gamestudies.org/1001/articles/ham


Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in MMO
Studies
by Vili Lehdonvirta

Abstract:
I argue that much influential scholarship on massively-multiplayer
online games and virtual environments (MMO) is based on a dichotomous
“real world vs. virtual world” model. The roots of this dichotomy can be
traced to the magic circle concept in game studies and the cyberspace
separatism of early Internet thought. The model manifests on a number of
dimensions, including space, identity, social relationships, economy and
law. I show a number of problems in the use of this model in research,
and propose an alternative perspective based on Anselm Strauss’s concept
of overlapping social worlds. The world of players does not respect the
boundaries of an MMO server, as it frequently flows over to other sites
and forums. At the same time, other social worlds, such as families and
workplaces, penetrate the site of the MMO and are permanently tangled
with the players' world. Research programs that approach MMOs as
independent mini-societies are therefore flawed, but there are many
other kinds of research that are quite feasible.

http://gamestudies.org/1001/articles/lehdonvirta


The Ending is Not Yet Written: A Conversation with Rand Miller

by Celia Pearce
Rand Miller, who with his brother Robyn designed Myst, the first
blockbuster CD-ROM, talks about his legacy of vanguard game design, and
the complex history of its multiplayer sequel Uru: Ages Beyond Myst.
This interview, conducted via e-mail, took place shortly before the
third re-opening of Uru.


Book Reviews
A "Digital Culture, Play and Identity: A World of Warcraft Reader" Reader
by Richard Bartle
Review of "Digital Culture, Play and Identity: A World of Warcraft
Reader" edited by Hilde G. Corneliussen and Jill Walker Rettberg, (MIT
Press, 2008).

Gaming Culture at the Boundaries of Play
by Frans Mäyrä
Review of "Cheating: Gaining Advantage in Videogames" by Mia Consalvo,
(MIT Press 2007).

Unplaying an Unreview of Critical Play
by Cynthia Haynes
Review of "Critical Play: Radical Game Design" by Mary Flanagan (MIT
Press, 2009)

The Productive Paradox of Critical Play
by Ragnhild Tronstad
Review of "Critical Play: Radical Game Design" by Mary Flanagan, (MIT
Press, 2009).

--
José P. Zagal
Assistant Professor
College of Computing and Digital Media
DePaul University

http://www.ludoliteracy.com/

http://facsrv.cs.depaul.edu/~jzagal
_______________________________________________
game_edu mailing list
game_edu at igda.org
http://seven.pairlist.net/mailman/listinfo/game_edu




More information about the game_edu mailing list