136 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

    Proceedings of 1st International Joint Conference of DiGRA and FDG

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    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 one’s 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

    Research Policy Brief on the Practical Challenges of Interdisciplinarity

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    Nothing: A Review

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    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
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