Maria O’Brien (Queen’s University Belfast)
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Abstract
State supports for digital games production within the European Union are subject to State aid rules, which are ostensibly justified on cultural grounds under the terms of the treaties of the European Union. So far, there are few decisions granting approval by the European ...
Game(play) Archives: Quebec Video Games as Case Study
Dany Guay-Bélanger (Université de Montréal), Maxime Deslongchamps-Gagnon (Université de Montréal), Francis Lavigne (Université de Montréal) & Bernard Perron (Université de Montréal)
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Abstract
This article presents the philosophy behind our preservation protocol and archival packages in an attempt to stimulate the discussion surrounding game(play) preservation initiated more than a decade ago. ...
Games and Cathode Rays. Discourses on a New Medium in the Italian Specialized Magazines (1981-1988)
Diego Cavallotti (University of Cagliari)
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Abstract
This paper focuses on the discourses surrounding video games developed within the Italian context during the 1980s. More precisely, it investigates the specialized magazines context, which, in those days, was mainly made up of game-oriented, tinkering-oriented, and video-oriented publications. Through an analysis of the ...
Sovversioni Videoludiche. Dalle avanguardie alle pratiche performative in-game
Gemma Fantacci (Università IULM)
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Abstract
Il panorama mediale attuale è ricco di contaminazioni tra la cultura videoludica e le pratiche artistiche contemporanee. In questo contesto, il videogioco si presenta come un medium versatile con cui intraprendere un processo di sovversione e ri-funzionalizzazione delle norme ludico-culturali per creare spazi di riflessione ...
Ten years of GAME – Games as Art, Media, Entertainment
Marco Benoît Carbone (Brunel University London), Federico Giordano (Università per Stranieri Perugia), Ivan Girina (Brunel University London), Ilaria Mariani (Politecnico di Milano), Marco Teti (eCampus)
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With the present issue, GAME celebrates ten years of activity as an independent academic journal, one that is neither tied to a commercial publisher ...
G|A|M|E Issue 10, 2023 – A Decade in Games Studies. Critical and reflexive interrogations on digital play and games research
Edited by M. Benoit Carbone, F. Giordano, I. Girina, I. Mariani, M. Teti
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Summary
Vol. 1 – Journal (peer-reviewed)
M. Benoit Carbone, F. Giordano, I. Girina, I. Mariani, M. Teti – Ten years of GAME – Games as Art, Media, Entertainment
B. Soderman, J. Keever – The Playful Turn and ...
“Your Subaltern is not my Subaltern”. Intersectionality and the Dangers of a Single Game-story
Zahra Rizvi (Jamia Millia Islamia), Souvik Mukherjee (Centre for Studies in Social Sciences)
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Abstract
Despite the recent research on the role of the postcolonial and the Subaltern in videogames, the discourse of game studies remains restricted to titles that are focused on and developed in the Global North. Often, games ...
Game Studies Meets Japanese Studies. Ten Years of Research
Luca Paolo Bruno (University of Florence)
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Abstract
During the last ten years, there has been an increasing interest within Game Studies towards video games produced in Japan, deployed as culturally “Japanese” and circulated as such. This has produced an encounter-cum intersection between Game Studies and Japanese Studies, leading to emerging ...
Ten years of Historical Game Studies. Towards the intersection with memory studies
Stefano Caselli (University of Malta), Krista Bonello Rutter Giappone (University of Malta), Tomasz Z. Majkowski (Jagiellonian University in Crakow)
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Abstract
As a multidisciplinary field of study, historical game studies has become increasingly established as a stand-alone branch, albeit one having clear interdisciplinary links with (and significance for) both history and game ...
The Playful Turn and Critical Play
Braxton Soderman (University of California Irvine), Justin Keever (University of California Irvine)
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Abstract
This article examines the playful turn during the last decade and a half of game studies in relation to the idea of critical play. It analyzes critical play broadly, as a design paradigm, as a form of ...