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Papers, Please

Felan Parker | Keywords in Play, Episode 16

…is over, like, no one’s making any money doing that.

Felan: Yeah, like, by the time you’ve heard about it, it’s probably already over, right. That’s the thing about doing it as a researcher too, right is the time you’re like actually publishing something, it’s way too late. But the good thing about podcasts and things like that, but I mean, we, in a number of our papers, we sort of touched on the idea of like, which, you know, concept borrowed from, from business studies and something and the idea of like, you know, blue oceans and red…

This Year in Videogame Blogging: 2021

  • Duty Bound — Real Life Nadine Smith shares a tale of how propaganda–in Call of Duty and elsewhere–works on more than just reactionaries.
  • THEY’LL LEAVE YOUR BRAINS ALL OVER THE PLACE – DEEP HELL Skeleton tracks the trajectory of firearms in games towards fetishization, finding an apex in BLACK where the verisimilitude of the gun porn produces an ironic sense of abstraction that papers over the consequences, implications, and raw jingoism at play in this game and all games like it.
  • White Protagonism and Imperial Pleasures in Game Design #DIGRA21 | meghna jayanth Meghna Jayanth outlines the
  • February 13th

    Welcome back, readers.

    I’ve got a couple of updates from around the site before we get going this week. First, there’s a new Keywords in Play! This episode’s guest is April Tyack, and the topic is the research around different kinds of player experience, and especially the ideas around ordinary player experience. Check it out!

    Additionally, I’d like to pass along this Call for Papers for an upcoming publication on Local Digital Game Production, in which our own Emilie Reed is involved as a co-editor/organizer. If you think your research intersects with this topic, please do check

    Gregory Whistance-Smith | Keywords in Play, Episode 21

    …school now, I think, as a kind of thinking about procession. Which is one of the things we learn about and think a lot about for certain kinds of buildings. So that’s one. People in embodied cognition, there’s been a growth of stuff of basically media studies with embodied cognition. So, there’s some books on film and advertising and material culture that I cite in there. And so, I think, really, there’s some individual papers that have done it for game studies, but not a whole book. So, mine would be the first to be doing that now that I’m…

    October 30th

    …the most wasted, misinterpreted character in the latest bat-game might be the city itself.

  • Papers, Apples, Microphones, Chairs: Immortality’s Spatial Miscellany | Unwinnable Caroline Delbert asks around to see how people are (or aren’t) getting their spatial bearings in the sprawling topography of Immortality.
  • “Drawing people’s attention using design is a fraught subject in the internet age. Sites like Hot or Not? changed the way our brains work online, while the invention of pop-up and banner advertisements helped to monetize those rapid page changes. But Immortality combines classic-looking, seamless cinematography with the interactivity of a traditional…

    This Year in Videogame Blogging: 2022

    …over our brains and our social media feeds in 2022.

    Immortality

    The latest game from Sam Barlow is another database tale about sex and identity.

    • The Rapists of Immortality | Unwinnable Aster Shen contemplates perspective, identification, and abuse in Immortality (content warning for discussions of child abuse and sexual assault).
    • Immortality review: a peeling apart of stories, power and film that can’t quite balance on a knife edge | Rock Paper Shotgun Alice Bell praises Immortality‘s intent but has some quibbles about its context.
    • Papers, Apples, Microphones, Chairs: Immortality’s Spatial Miscellany | Unwinnable Caroline

    This Year in Videogame Blogging: 2020

    …it conceals Gandhi’s active efforts to forge such an identity, and the papers over the limits of his success.

    Japan

    • Game Hihyou / Game Criticism Magazines – Gaming Alexandria Dustin Hubbard describes one magazine’s attempt to bring the hihyou criticism movement to games writing in Japan, and the eventual neutering of its critical voice.
    • Loving in a World Already Written – Emilie M. Reed Emilie Reed discusses a 1997 game recently localized from Japanese, looking at its metaphysics of love as the active effort of meeting someone where they are.

    Part 6: Specific…

    Tingting Liu | Keywords in Play, Episode 27

    …expectations of work and play exist and coexist and are upset by video games, how work of frustrations sometimes appears in these gaming spaces.

    Tingting: But Werewolf is not a video game, it’s a board game.

    Hugh: Of course, yes.

    Tingting: But, in the two just mentioned games, those are not… I am not a very big fan of these, the games of QQ Dazzling Dance or Mr. Love but I’m a huge fan of Werewolf, so these papers were close to me, while the boardgame Werewolf, listeners of this podcast would be quite…