141 research outputs found
Split-Screen : Videogame History through Local Multiplayer Design
By looking at videogame production through a two-vector model of design â a practice determined by the interplay
between economic and technological evolution â 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 patternâs contextual function due to techno-economical evolution
Adventures of Ludom: a Videogame Geneontology
Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenonâs 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 âgamesâ and âvideogames,â 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 âgames,â âpuzzles,â âstories,â and âaesthetic artifactsâ (or âartworksâ), 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 videogameâs position as a âgameâ 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 âpelinâ ja âvideopelinâ kĂ€sitteitĂ€, mikĂ€ on jo nyt johtanut kivuliaisiin yleistyksiin sekĂ€ akateemisessa ettĂ€ populaarissa kielenkĂ€ytössĂ€. Kyseisten yleistysten seurauksena ne asioiden joukot, joihin âpelitâ ja âvideopelitâ 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: âpeleihinâ, âpuzzleihinâ, âtarinoihinâ, ja âesteettisiin artefakteihinâ (ns. âtaideteoksiinâ). 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 âpelinĂ€â 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
By looking at videogame production through a two-vector model of design â a practice determined by the interplay
between economic and technological evolution â 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 patternâs contextual function due to techno-economical evolution.peerReviewe
Proceedings of 1st International Joint Conference of DiGRA and FDG
This article examines the functions of prank performance and troll
performance for the aesthetics of personal live-streaming, i.e. the
practice of live-streaming oneâs personal performance via platforms such
as Twitch.tv. The study is based on a close analysis of personal esport
live-streamer Ali Larsen, aka Gross Gore, via a 12-month observation
period. With help of Goffmanian frame theory the notions of interview
frame and play frame are introduced as the basic cognitive tools for
organizing personal esport livestream experiences. The study concludes
by proposing three factors that are vital for the aesthetics of personal
live-streaming in general: (1) the feeling of affecting live-streams,
(2) the suspense that derives from expecting something unexpected to
happen in livestreams, and (3) the sharing of dramatic developments that
occur in live-streams.</p
Self-reflexive Videogames: Observations and Corollaries on Virtual Worlds as Philosophical Artifacts
Power Play : Regulatory Frameworks of Esports in Asia and Europe
© 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
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