16 research outputs found

    Dirty footprints and degenerate archives: Tabitha Nikolai’s impure walking sims

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    Tabitha Nikolai’s Shrine Maidens of the Unseelie Court and Ineffable Glossolalia are impure specimens of the walking sim. While these are still first-person games that see players exploring eerily underpopulated environments and archiving textual fragments, they are at once more aesthetically reflexive and more refer-entially dense than many walking sims. Accommodating giant spiders, Weimar sexologists, messageboard trolls and quotations from Roman poetry, Nikolai’s unorthodox spins on the ‘archival adventure’ reflect her interest in queer and trans history and her commitment to interrogating discourses of purity, progress and redemption. Reviewing critical discussions of the walking sim alongside queer, trans and decolonial perspectives on archives, identity and subjectification, the article argues that while walking sims have often been praised for telling emotion-ally engaging stories, in Nikolai’s hands the form assumes different function: that of reckoning with history and exploring subjectivity

    “One of the baddies all along” : Moments that challenge a player’s perspective

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    Reflection has become a core interest for game designers. However, empirical research into the kinds and causes for reflection within games is scarce. We therefore conducted an online questionnaire where participants (n=101) openly reported perspective-challenging moments within games, their causes, experience, and impact. Where past work has emphasised transformative reflection that changes player’s views and behaviour outside the game, we found that players report predominantly moments of ‘endo’-transformative reflection, which is focused on players’ game-related behaviour and concepts. We further identify some causes of perspective-challenging moments relating to narrative, game systems, game-external sources, and player expectations. Narrative reveals emerge as a key cause of perspective challenge

    Upgrading the self: technology and the self in the digital games perpetual innovation economy

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    This article explores the upgrade and perpetual innovation economy of digital gaming as it informs understandings and practices of the ?self?. Upgrade is situated in terms of digital gaming as a globalized techno-cultural industry. Drawing on accounts of governmentality and cultural work, research with digital games design students is drawn on to explore the overlapping twin logics of technological upgrade and work-on-the-self. The games industry-focused higher education context is examined as an environment for becoming a games designer and involving processes of upgrading the self. Having examined processes and practices of upgrading the self in terms of technological skills and personal development/enterprise, the article turns to some of the critical issues around anxiety, industry conventions and working practices
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