Votre recherche
Résultats 68 ressources
-
The Digital Games Research Association (popularly known as DiGRA) is “ the premiere international association for academics and professionals who research digital games and associated phenomena. It encourages high-quality research on games, and promotes collaboration and dissemination of work by its members” (DiGRA website). DiGRA was founded in 2003 and today, we are proud to inaugurate its Indian chapter almost two decades later. India’s ludic history is rich and ancient; the world’s longest epic The Mahabharata has as one of its crucial episodes, a dice-game match and the consensus among games historians is that Chess originated from chaturanga, the four-handed strategy game. Today, India is a major Cricketing nation and has a large presence in the Olympic games but it is also emerging as an important centre for digital gaming, particularly mobile gaming. Digital games have also emerged as platforms of cultural contentions, controversies, creativity and discussions around social issues. From a sole games researcher in 2001 to about a hundred odd in different parts of the country, research in digital games has grown significantly. Starting off as Games Studies India adda, this platform for discussing all issues relating to gaming cultures is now poised to take a new turn as DiGRA India. As there is no other platform that facilitates research on non-digital games as well on a regular basis, DiGRA India aims to provide a space for discussions on all kinds of games and game culture(s).
-
Following the exportation of Japanese media products such as TV dramas, Japanese culture and products have swept across many Asian countries, especially Taiwan. Based on the historical background and unique characteristics of games, this study investigates the cultural effect of Japanese video games on players in Taiwan. This study also presents an analysis of the differences between TV and the video game as cultural vehicles. We used both quantitative and qualitative methods. Results indicate a relationship between game-playing behavior and the identification of Japanese culture. However, the relationship between video game playing and consumption was nonsignificant. This shows the power of video games in nation-building but not in nation-branding, in contrast with TV. This study presents a discussion of the findings to shed light on the cultural effects of video games.
-
This research examined the identity development of Korean adult players in the online game world. Q methodology was used to investigate the subjectivity of self-development in Mabinogi (Massive Multiplayer Online Role-Playing Game). Thirty-seven adult players sorted 57 behavior statements to reflect the changes in their behaviors from past to present. Three types of self-development were found: achievement-oriented development, control-oriented development, and relational development. The behavior patterns of these three types were compared to identify similarities and differences among them in terms of psychological meanings and values in the online game life. The results illustrate that the online game world can be defined as a new behavioral setting, made possible by digital technology, in which individuals are able to experience three different paths of identity development.
-
Informed by a mix of theoretical sources and interviews with middle-class Chinese amateur gold farmers, this article argues that within China, the figure of the Chinese gold farmer might function as focus for reflection on Chineseness and China’s role in an increasingly interconnected world, rather than as a carrier of third-world stereotype as it tends to do in the West. The concept of shanzhai—often associated with sometimes comical, sometimes innovative Chinese copying of foreign consumer goods—is employed as a key analytical tool and helps highlight the themes of “Chinese ingenuity,” independence (from game operators and to some extent also parents), and critique (of games).
-
From gold farmers and ‘100 million brain-damaged online gamers’ to the world’s biggest game company and more players than US citizens, China seems like the cabinet of curiosities for the whole world of digital gaming. This article focuses on news coverage around Chinese gaming and presents three phases of such journalism. China’s emerging games market was most prominently featured between 1999 and 2005, while 2006-2011 focused on extreme play behavior in China. Most recently, a discourse of vast business opportunities and stabilizing markets has been presented by Western news media. In total more than 853 news articles are explored in parallel to the theoretical concept of Sinological-orientalism. This article suggests significant historical changes in the ways in which knowledge of Chinese gaming has been produced in English language news media.
-
“Internet addiction” in China and elsewhere is considered a serious social problem. In China, some psychiatrists have claimed 10% of all Internet users—60 million—are potentially “addicted” to the Internet. Following on the heels of the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), this qualitative-based research article critically investigates the new concept Internet gaming disorder, a category recently included in the DSM-5 as a condition “warranting more clinical research and experience before it might be considered for inclusion in the main book as a formal disorder.” This article takes up this challenge and responds in the following way: When we investigate the social existence of online gamers labeled Internet addicts in China, and then subject their social existence to the DSM’s own definition of a mental disorder, we discover not a clearly understood mental disorder called Internet gaming disorder but more so an issue of social deviance.
-
This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.
-
As a case study, this article examines the development of China’s online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China’s evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that is both acceptable to and easily censored by the authorities. Therefore, cultural industries that adopt this strategy stand a good chance of prevailing in the Chinese market. This success explains why the regional competitors of Chinese online games—Korean games—are more successful in China than most of their Western counterparts. By providing a snapshot of the current ecology of China’s online game industry, this article also discusses the influence of regional and global forces in a concrete context and argues that the development of China’s online game industry depends more on political factors than economic factors.
-
"The Routledge Companion to Media and Race serves as a comprehensive guide for scholars, students, and media professionals who seek to understand the key debates about the impact of media messages on racial attitudes and understanding. Broad in scope and richly presented from a diversity of perspectives, the book is divided into three sections: first, it summarizes the theoretical approaches that scholars have adopted to analyze the complexities of media messages about race and ethnicity, from the notion of 'representation' to more recent concepts like Critical Race Theory. Second, the book reviews studies related to a variety of media, including film, television, print media, social media, music, and video games. Finally, contributors present a broad summary of media issues related to specific races and ethnicities and describe the relationship of the study of race to the study of gender and sexuality"--Provided by publisher.
-
An interview by Kathrin Trattner with Mira Wardhaningsih, Cultural Content Director from StoryTale Studios about the game Pamali
-
Questions of nation and identity not only concern multiple aspects of video games, their production, and their consumption, but also require further and manifold discussion from different perspectives. In an effort to bring together voices from different fields that engage with video games and gaming practices from various perspectives, this virtual round table discussion attempts to open up the conversation beyond the realms of academia. Kathrin Trattner and Lisa Kienzl talked to Megan Condis, Marijam Didzgalvyt , Georg Hobmeier and Souvik Mukherjee about how concepts such as nation(alism) and identity impact video game representations, the gaming industry, and online gaming cultures in numerous ways.
-
Interview with Ryan Sumo, Lead Artist/Business Developer at Squeaky Wheel Studio
-
Interview With Ben Joseph P. Banta, Founder Of Ranida Games
-
Interview with With Kurt Prieto, Games Designer Of Boo! Dead Ka! Game
-
Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
-
Interview with Avinash Kumar, Creative Director & Co-Founder, Quicksand Design Studio, India.
-
Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.
-
A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity.
-
This study compared the effects of episodic framing of the Checkpoint scenario and the Military Raid scenario in Global Conflicts (2010), a computerized simulation of the Israeli-Palestinian conflict, on developing impartial attitudes towards this conflict. The former presents a more human, individual and personal framing of the conflict than does the latter. Two hundred and ten Israeli-Jewish and Palestinian undergraduate students participated in the experiment. They filled in questionnaires measuring attitudes towards the Israeli-Palestinian conflict before and after playing the scenarios. Results suggested that participants playing the Checkpoint scenario became more impartial toward the Israeli-Palestinian conflict, unlike those playing the Military Raid scenario. The results show that computerized simulations of the Israeli-Palestinian conflict can be used for attitude change intervention, but the framing of the story in the game may be crucial in determining whether the players become impartial regarding the situation or not.
Explorer
1. Approches
- Analyses formalistes (3)
- Approches sociologiques (15)
- Épistémologies autochtones (2)
- Étude de la réception (7)
- Étude des industries culturelles (40)
- Étude des représentations (27)
- Genre et sexualité (12)
- Histoire/historiographie critique (22)
- Humanités numériques (8)
- Méthodologie de recherche décoloniale (6)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice LGBTQ+ (1)
- Auteur.rice noir.e (2)
- Auteur.rice PANDC (53)
- Autrice (34)
- Créateur.rice LGBTQ+ (1)
- Créateur.rice PANDC (16)
- Créatrice (3)
- Identités diasporiques (1)
4. Corpus analysé
- Afrique (2)
- Amérique centrale (3)
- Amérique du Nord (19)
- Amérique du Sud (2)
- Asie (48)
- Europe (12)
- Océanie (1)
4. Lieu de production du savoir
- Asie
- Afrique (1)
- Amérique centrale (3)
- Amérique du Nord (12)
- Amérique du Sud (2)
- Europe (21)
- Océanie (3)