Search Results for:

Психолог онлайн 2021 Психолог online Психолог в онлайне психологов онлайн Психологи Online insta---batmanapollo

Abstract image evoking bird silhouette

November 3rd

…in-game avatars are both sexualized and made to resemble them.

Sobering on a whole different level is Robert Rath’s piece on The Escapist, “Why We Need Soldiers to Write about Games,” in which he discusses his father, a Vietnam veteran, the value that film had in both their lives, and being able to tell difficult stories using intermediary media.

And for our German-language readers, check out a fine selection of pieces below hand-selected by our foreign correspondent, Joe Koeller:

On Zeit Online, Marin Majica interviewed Rina Onur, founder of Peak Games, one of the biggest mobile and…

January 26th

…of Warcraft. Essentially, she lifts. But that does not an adventuring hero make.

At The Ontological Geek, Owen Vince seeks game design that can genuinely represent the horror that was the First World War.

Words, Words, Words.

On a rather sad note, Nightmare Mode has gone offline. However, the great writing it boasted is not lost: you can find its basic archive here.

Issue 9 of Memory Insufficient, a games history e-zine edited by Zoya Street, is now available online. So, why are you waiting? Read it now.

Last but not least,…

Abstract image evoking bird silhouette

March 9th

…although anyone design-minded will benefit from them.

We start with Kill Screen, where several of its writers have devoted an entire week to the subject of game genres — in particular, where generic conventions may be going in the near future.

Games are not shoes, says Chris Bateman, who argues that Steam’s recent change to allow devs to set their own prices will not result in some catastrophic zero-sum game. And over on Unwinnable, we have the free-spirited Gus Mastrapa offering two highly exploratory concepts for the future of massively multiplayer online games.

Mirror’s Edge and Tomb…

April 20th

…what most everyone seems to have realized was an inappropriate action. “A Rape in Cyberspace” was first published more than twenty years ago. A concerned, thoughtful group of players banded together to make their online community a safer environment for everyone.

[…]

We are 20 years past the time “A Rape in Cyberspace” originally was published. And yet what I hear echo in every one of these comments, in all of these words, is the same phrase, over and over again: we haven’t made progress. We’ve gone backward.

The subject of online abuse, and the normalization thereof,…

July 6th

…game is tonally inconsistent is an understatement. It’s full-out atonal, right from the main menu screen: a morose soldier and his dog standing in mud and ruins while the sad theme music plays, juxtaposed with a jaunty text strapline about how many collectibles the game has.

Binders Full of Women

Exhausted with recent arguments breaking out within and adjacent to game communities online, Leigh Alexander has some simple Dos and Don’ts for combating sexism in online spaces.

Speaking of not helping, Sara Clemens places her tongue firmly in cheek this week to praise all the men…

01: Subjectivity

…across countless sites, calling this near-universal lauding “games journalism’s failure.” Thier brings up an interesting point that I think not many players (or prospective purchasers) consider when reading reviews. The point is that, more than likely, the journalists tasked with writing reviews for Bloodborne were probably also players of previous Souls games. As such, their reviews are colored by perspectives informed by previous enculturation into specific modes of play. They have a subjective outlook on what the game is and what it should be. And that subjective outlook is not one that would be formulated by, for instance, a newcomer…

May 17th

…a culture of digital conservation:

There’s a cultural numbness here that dictates that if a product is not actively generating capital then it is rendered worthless. To compound the issue, while publishers actively seek to dismantle the past, they try to sell us on the lie that our digital-only future, as inevitable as it is, will mean that our games will live forever. At least until they unplug the servers.

Elsewhere, Simon Parkin deftly navigates the intersection of the real and virtual in Eve Online.

In keeping in the spirit of immeasurably vast expanses of…

August 16th

…and went to Capitol Hill.

And that’s exactly what Singer is doing. The defense establishment has taken keen interest in the book, leading him to make the rounds in Washington. […] The government wants to explore the real-world lessons from Ghost Fleet, with particular focus on how it can avoid the security vulnerabilities the U.S. Navy falls prey to in the novel.

At Science News, Rachel Ehrenberg shares a brief yet fascinating article on Diplomacy the tabletop-turned-online game, which researchers have taken to in order to measure human behavior and ‘tells’ precipitating the game’s characteristic acts of…

January 24th

I could say this on a lot of Sundays but I’m going to say it on this one: I’m flabbergasted by the quality of writing featured in This Week in Videogame Blogging! Let’s dispense with the pleasantries and hop right to it!

Reality, History and Violence

[Content Warning: violence, sexual assault, genocide] In a piece for The Guardian, Anna Moore discusses online grooming and Murder Games, a documentary about Breck Bednar, a London boy who was murdered after a man developed a relationship with him through an online game.

Erik Twice argues that This War of

Abstract image evoking bird silhouette

March 27th

I’m almost fully recovered after a pleasant GDC, and feeling energised and inspired. This has been a particularly good week in videogame blogging. In part that’s due to the thrilling discussions coming out of an annual event that brings so many smart people into conversation with one another, but by no means is the event dominating discussions, with some thoughtful pieces published on topics such as how games change as we grow up, how the history of folklore affects fictional worldbuilding, and the social structures of online piracy.

From adolescence to adulthood

Although ideas of games “growing