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PLAY
New entry in the Digiplay Games Research Bibliography:
Nis Bojin (2008)
ELUDAMOS Journal for Computer Game Culture
Recent theorizing around games and notions of play has drawn from a pool of mid-20th century scholars including such notables as Johann Huizinga, Gregory Bateson, Roger Caillois and Ludwig Wittgenstein. Through his articulation of the concept of language as a type of game, Wittgenstein has been both adopted and critiqued for purposes of circumscribing what are now commonly held as the necessary constituents of games including their systemic nature and the acquiescence of their participants to an agreed-upon rule structure: a set of rules which Wittgenstein likens to the ‘grammar’ of language (Salen and Zimmerman, 2001;Suits, 1978; Juul, 2005; Wittgenstein, 1953; Finch, 2001; Brenner, 1999).
Although thus far Wittgenstein has served as a pillar of 20th and 21st century game theory canon, this paper adopts Wittgenstein’s notion of language-games not for purposes of examining games, but for purposes of examining the design of games. The pursuit of this paper is to utilize Wittgenstein’s lens of the language-game to investigate what it is that informs and consequently shapes and reinforces game design epistemologies in an attempt to encourage a reflexivity about the design practices behind the games we create. Read more...
New entry in the Digiplay Games Research Bibliography:
Apperley,Thomas Hugh (2007)
Uses and Gratifications of New Media
Using a case study of Grand Theft Auto 3: Vice City, this chapter examines the cultural context of videogame consumption in Caracas, Venezuela in Summer 2005. Using data gathered through ethnographic fieldwork, participant observation and interviews over that period, it analyzes the features of Vice City that made it the most frequently played single player game in Internet cafés. We argue that it is not so much the game’s graphic or narrative elements, but its flexibility in terms of styles and approaches to play that led to it becoming a standard feature of Venezuelan gaming life. The game caters to the requirements of the intense social space of offline interactions within the Internet café and supersedes the limitations and difficulties imposed by various social, economic and technological factors affecting the game playing audience in Venezuela. Read more...
New entry in the Digiplay Games Research Bibliography:
Purushotma, Ravi (2007)
Comparative Media Studies
In recent years, a sharp increase in the number of academic studies
around the use of video games and new media for educational purposes
has greatly expanded our understanding of their potential for enhancing
learning. At the same time, the field of foreign language pedagogy has
been racing to keep pace with the numerous opportunities afforded by
the internet and interactive media forms. Surprisingly, however, there
has been little cross-over between the two bodies of academic
literature. This site seeks to present many of the latest theories in
game studies and new media literacies alongside theories of language
learning. Numerous examples are presented of how video games and web
applications such as The Sims 2, Grim Fandango, Google Earth, Social Networking, DVD functionality and others could shift the way we approach language learning.
Read more...
New entry in the Digiplay Games Research Bibliography:
Royse, P.; Lee, J.; Undrahbuyan, B.; Hopson, M.; Consalvo, M. (2007)
New Media and Society
This study examines how individual differences in the consumption of computer games intersect with gender and how games and gender mutually constitute each other. The study focused on adult women with particular attention to differences in level of play, as well as genre preferences. Three levels of game consumption were identified. For power gamers, technology and gender are most highly integrated. These women enjoy multiple pleasures from the gaming experience, including mastery of game-based skills and competition. Moderate gamers play games in order to cope with their real lives. These women reported taking pleasure in controlling the gaming environment, or alternately that games provide a needed distraction from the pressures of their daily lives. Finally, the non-gamers who participated in the study expressed strong criticisms about game-playing and gaming culture. For these women, games are a waste of time, a limited commodity better spent on other activities.
Read more...
New entry in the Digiplay Games Research Bibliography:
Bertozzi, Elena; Lee, Seunghwan (2007)
Women's Studies in Communication

Data about analog and digital play behaviors were collected.
Results show that there are significant gender differences in types of play,
attitudes towards play, and technological self-efficacy in the study
population. Those who play with
digital technology feel more empowered in relation to digital technology than
those who do not. Encouraging digital gameplay in females might increase
self-efficacy towards technology and help address the current deficit of
females in technology-related fields.
Read more...
New entry in the Digiplay Games Research Bibliography:
Pearce, Celia; Fullerton, Tracy; Fron, Janine; Morie, Jacquelyn Ford (2007)
Games and Culture
This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), and Christo and Jean-Claude (Valley Curtain) responded in kind to these environmental and sociopolitical quandaries with their "earthworks." As digital game designers and theorists embark on developing new methods to address the creative crisis in mainstream game production, against a similar backdrop of global climate change, a controversial war, political upheaval, and complex gender issues, the authors propose a reexamination of the New Games movement and its methods as a means of constructing shared contexts for meaningful play in virtual and real-world spaces. Read more...
New entry in the Digiplay Games Research Bibliography:
Cherney, I. D.; London, K. (2006)
Sex Roles
This study was designed to compare how 5- to 13-year-old children's leisure activity preferences differ with age and gender. Responses from 60 boys and 60 girls about their favorite toys, television shows, computer games, and outdoor activities were compared across leisure categories. The results showed that gender was a significant factor. Overall, boys spent more time in these leisure activities than girls did. They spent the most time engaged in sports, watching television, and playing computer games, whereas girls spent the most time watching television. Results from a gender index for all activities indicated that boys' leisure preferences became slightly more masculine with age. For girls, preferences for television shows became more feminine with age, but preferences for toys, computer games, and sports became less feminine. These self-chosen preferences may provide differential opportunities for the development of visual-spatial skills, achievement, initiative, self-regulation, and social skills. Read more...
New entry in the Digiplay Games Research Bibliography:
Schwabe, G.; Goth, C. (2005)
Journal of Computer Assisted Learning
Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as 'map-navigation' and 'hunting and hiding' lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits. Read more...
New entry in the Digiplay Games Research Bibliography:
Paras, Bradley S; Bizzocchi, Jim (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play
As new technologies enable increasingly sophisticated game experiences, the potential for the integration of games and learning becomes ever more significant. Motivation has long been considered as an important step in learning. Researchers suggest Csikszentmihalyi’s Flow Theory as a method for understanding and implementing motivation. This bears significance since games foster play, which produces a state of flow, which increases motivation, which supports the learning process. However, this relationship is not as straightforward as it first seems. Research also shows that reflection is an important part of the learning process and while in the state of flow, players rarely reflect on the learning that is taking place. This paper explains how games can act as effective learning environments by integrating reflection into the process of play, producing an endogenous learning experience that is intrinsically motivating. Read more...
New entry in the Digiplay Games Research Bibliography:
Oliver, Martin; Pelletier, Caroline (2005)
DiGRA 2005 Conference: Changing Views--Worlds in Play
The relationship between games and learning has, predominantly, either treated games as potential educational content or only considered the social contexts of learning from games at a general level. A methodology has been developed that permits the detailed analysis of how people learn from particular instances of game play. This is used to study two approaches to playing Deus Ex, one involving the training level and one neglecting this. The study reveals what players learnt, the playing strategies they developed, the way in which these strategies evolved and also how previous experience was transferred to this new context. Conclusions are drawn about the value of training levels and the importance of designing games in a way that recognizes previous gaming experience. The study also has implications for defining game genres, for decisions about the inclusion of design features such as quick saves and for the design of AI scripts. Read more...
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