215 research outputs found

    Split-Screen : Videogame History through Local Multiplayer Design

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    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution

    Adventures of Ludom: a Videogame Geneontology

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    Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Videogames are theorized as ‘games,’ ‘puzzles,’ ‘stories,’ and ‘aesthetic artifacts’ (or ‘artworks’), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. According to this sequence, the videogame’s position as a ‘game’ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrivesbut may soon die out.Videopeli on kasvanut edellisten vuosikymmenten aikana tĂ€rkeĂ€ksi ilmiöksi niin median, talouden, kuin kulttuurinkin nĂ€kökulmasta. Kasvun myötĂ€ ilmiön itsensĂ€ mÀÀrittĂ€minen on kuitenkin muuttunut yhĂ€ haastavammaksi: uudet leikin ja pelaamisen muodot venyttĂ€vĂ€t jatkuvasti ’pelin’ ja ’videopelin’ kĂ€sitteitĂ€, mikĂ€ on jo nyt johtanut kivuliaisiin yleistyksiin sekĂ€ akateemisessa ettĂ€ populaarissa kielenkĂ€ytössĂ€. Kyseisten yleistysten seurauksena ne asioiden joukot, joihin ’pelit’ ja ’videopelit’ tĂ€nĂ€ pĂ€ivĂ€nĂ€ viittaavat, ovat hĂ€mĂ€rtyneet ÀÀrimmĂ€isen epĂ€selvĂ€ksi. TĂ€mĂ€ hĂ€mĂ€rtyminen on tuonut mukanaan lukuisia kĂ€ytĂ€nnön ongelmia, jotka nousevat esiin ilmiöitĂ€ koskevassa tutkimuksessa, kulutuksessa, kuin myös journalistisessa kĂ€sittelyssĂ€. Edesauttaakseen nĂ€iden ongelmien ratkaisua luettavanasi oleva vĂ€itöskirja esittelee lajiontologisen tutkimusmetodologian, joka mahdollistaa videopelin tunnistamisen suhteessa sitĂ€ ympĂ€röiviin ja sitĂ€ muistuttaviin kulttuuri-ilmiöihin. Lajiontologista tutkimusmetodologiaa hyödyntĂ€en vĂ€itöskirja ottaa tehtĂ€vĂ€kseen tarkastella videopelin suhdetta neljÀÀn sitĂ€ ympĂ€röivÀÀn tai muistuttavaan kulttuuri-ilmiöön: ’peleihin’, ’puzzleihin’, ’tarinoihin’, ja ’esteettisiin artefakteihin’ (ns. ’taideteoksiin’). Tarkastelut tuottavat videopeli-ilmiötĂ€ selittĂ€viĂ€ aspekteja, joiden avulla sille rakennetaan alustava taksonominen identiteetti itsenĂ€isenĂ€ kulttuurisena lajina (Artefactum ludus ludus, lyhyesti ludom). Löydetyt aspektit ja niiden mukainen taksonominen identiteetti puoltavat nĂ€kemystĂ€ siitĂ€, ettĂ€ videopelin historiallinen asema ’pelinÀ’ on lĂ€hinnĂ€ metaforinen. Videopelin esineellisyys, dynaaminen systeemirakenne, aika-kriittiset strategiset manipulointivaatimukset sekĂ€ (aporeettisesti) remaattinen estetiikka tuntuvat sen sijaan muodostavan vankan pohjan kĂ€sitteellisesti vakaalle mutta vain hetkellisesti menestyvĂ€lle kulttuurilajityypille, joka parhaillaan kukoistaamutta saattaa pian kuolla pois.Siirretty Doriast

    Split-Screen: Videogame History through Local Multiplayer Design

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    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.peerReviewe

    Power Play : Regulatory Frameworks of Esports in Asia and Europe

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    © 2020 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author.fi=vertaisarvioitu|en=peerReviewed

    Characters Without Signifiers

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    This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look like? While the question at face value might appear logically invalid, I argue that at (or just beyond) the minimalist end of the character-representational spectrum, we find what might be called implied characters, that is, characters that are not in any way given, represented, named, or performed, but can only exist in the minds of their players during play, as a formal slot without physical, structural, communicational, or mental properties.peerReviewe

    Transparency of peer review: a semi-structured interview study with chief editors from social sciences and humanities

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    Background Open peer review practices are increasing in medicine and life sciences, but in social sciences and humanities (SSH) they are still rare. We aimed to map out how editors of respected SSH journals perceive open peer review, how they balance policy, ethics, and pragmatism in the review processes they oversee, and how they view their own power in the process. Methods We conducted 12 pre-registered semi-structured interviews with editors of respected SSH journals. Interviews consisted of 21 questions and lasted an average of 67 min. Interviews were transcribed, descriptively coded, and organized into code families. Results SSH editors saw anonymized peer review benefits to outweigh those of open peer review. They considered anonymized peer review the “gold standard” that authors and editors are expected to follow to respect institutional policies; moreover, anonymized review was also perceived as ethically superior due to the protection it provides, and more pragmatic due to eased seeking of reviewers. Finally, editors acknowledged their power in the publication process and reported strategies for keeping their work as unbiased as possible. Conclusions Editors of SSH journals preferred the benefits of anonymized peer review over open peer and acknowledged the power they hold in the publication process during which authors are almost completely disclosed to editorial bodies. We recommend journals to communicate the transparency elements of their manuscript review processes by listing all bodies who contributed to the decision on every review stage.peerReviewe
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