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February 7th

Welcome to the first TWIVGB for February. At this rate, the first anniversary of TWIVGB will be upon us before we know it.

This week Evan Stubbs finishes his three part series of musings on online digital distribution for games [dead link, no mirror exists].

Daniel Bullard-Bates at Press Pause to Reflect discusses the open world genre in ‘If this is an open world why are all the doors closed?’ Its title reminded me of an older post by Alec Meer at Rock Paper Shotgun, his ode to a “Locked Door”.

At a brand new videogame

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December 2nd

…and maintain connections.

  • Dreaming on the Untamed Net: The Rise and Decline of Furcadia – VRV Blog Blake P. profiles a long-lived, but slowly dying social game/platform catering to the furry community.
  • The Paradox Of Online Games’ Group-Finders | Kotaku Cecilia D’Anastasio discusses the ways in which group-finders mitigate one form of toxicity by exchanging it for another.
  • It turns out FIFA is ideal for teaching mental health patients about resilience • Eurogamer.net James Holland, using FIFA as an example, argues for the socially recuperative affordances of games, and that the research being done on their

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December 16th

…things up online.”

Recovery Mode

In what ways do games explore recovery? In what ways can they facilitate it? Four authors this week explore these questions via their own experiences.

  • Gris mirrors the stages of grief through art, sound and design – Polygon Ashley Oh follows Gris on a journey through depression, hope, and recovery.
  • In Love with a Dread Wolf | Ada Play Adarel roots for–and falls in love with–the villain. But is he?
  • How Pokémon Go Is Helping My Mom Quit Smoking – Videodame David O’Keefe documents the recuperative value of…

February 24th

…those who have come before when it comes to doing right by one’s employees.

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Imagined Communities, Real Threats

I worry that this subheading sounds vaguely like clickbait, but dismissing the online threat that harassers and abusers present to vulnerable groups is a matter of privilege that trivializes any snarky title I can come up with. Two authors this week look at why it’s increasingly difficult for people–especially if they occupy vulnerable and/or marginalized identities–to have nice…

March 17th

…living with disease in Arthur Morgan.

“Arthur’s narrative does not specifically hinge on his tuberculosis. He evolves from Dutch’s faithful lieutenant to his wayward rival over time, and that story could still exist even if there was some way for Arthur to avoid contracting the illness. Arthur’s tuberculosis is a detail in the story, not the story itself.”

On the Line

More and more play experiences these days are shared, online, and communal. Three authors this week look at the intersections between players and shared play spaces.

  • I’m Cautiously Excited About The…

March 24th

Happy Sunday, readers!

First of all, if you haven’t already seen it, we’ve got a new Critical Compilation this week–this time on the Mass Effect Trilogy, courtesy of Emma Kostopolus. She’s gathered a bunch of great writing on how the series intersects with queer romance and representation, so check it out!

With that out of the way, this week’s topics run the gamut from online radicalization, to masculine vulnerability, to colonialism, but they’re also nearly all about communication, too. This could be how we communicate to one another in multiplayer games; how we communicate ideas and themes,

April 28th

…must admit I had not considered the implications of crunch culture hitting studios working on “live service” games–ie, games that are never finished being made. And, well, damn. Hope the Thanos crossover event was worth it, chums!

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Constant Connectivity

If often feels today like games and play communities alike come in two varieties: online and Extremely Online. How does one navigate the constantly-connected as a social space? And is there, perhaps, a case for choosing not…

May 5th

…a deep dive on the intersection between queer and kink identity play and online gaming.

  • I’m gonna take you for a ride! – Kimimi The Game-Eating She-Monster Kimimi discovers that playing fighting games with your kid happens to be a great way to escape the online, tier-and-meta-driven culture of the genre and just have fun.
  • “Funnily enough playing against a spammy little sod with no concept of shame means I have to actually learn how to use the characters I’ve picked because if he finds a move I struggle to find an answer for he’s going…

    July 28th

    …back before I knew that HRT and transition were even options. She’s strong, and even though she’s frequently afraid, she doesn’t back down. She shares a lot of my weaknesses, but they don’t hold her back. Her fear of letting down her friends drives her to be fiercely protective of them—recklessly so, sometimes. I wanted to be that kind of woman.”

    Players on the Line

    Two articles this week each explore online toxicity in play communities: how to make sense of it, and how some are challenging it.

    • Young Women Are Reclaiming The Word ‘Egirl’…
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    February 16th

    …ancient world.”

    Stakes of Play

    Three of the week’s best pieces on what’s at stake for players from underrepresented and marginalized communities.

    • The Unpredictable Challenges Of Gaming With Cerebral Palsy | Kotaku Jane Humen demystifies some of the barriers to gaming with a disability.
    • PAGAN: Autogeny and Queering Online Space | Unwinnable Jeremy Signor explores what makes online space–ephemeral as it is–valuable and vital for queer communities, through the example of an allegorical dead MMO.
    • Blizzard’s Long History of Manic Pixie Nightmare Girls and Fear of Women – VICE Nico Deyo examines Blizzard’s…