Criticism and Analysis
Research and education within this theme concerns itself with understanding games as cultural productions by studying the way meaning is produced within and around them. Key perspectives are derived from often Humanities-based fields als media studies, cultural studies, gender studies, political economy studies, fan studies, production studies, and research through design.
Climate Larps: Environmental Design in Nordic LARP
In an article published in the Journal of Analogue Game Studies Laura op de Beke discusses the role of LARP (Live Action Role Playing) games in understanding the climate crisis. Within the article she explores how the environment is considered and included within the Nordic LARP sphere.
Spationomy 2.0
The Spationomy 2.0 project was started in October of 2019, and concluded with a final conference held in November of 2022. The project was funded by the Erasmus+ program of the European Union.
Ecomodding: Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games
This article explores how the climate crisis and specifically the underlying “crisis of the imagination” (Bendor 2018, 132) exacerbate the entrenchment of environmental communication, and how modifying commercial video games (ecomodding) can facilitate the use of games as effective communication infrastructures to address this issue. Environmental communication challenges are well-studied, but remain difficult to tackle in practice.
Taking Playful Scholarship Seriously: Discursive Game Design as a Means of Tackling Intractable Controversies
The article at hand explores the concept of playful scholarship, focusing specifically on the use of playfulness in re-assessing the collaboration between academia and societal partners to tackle “intractable policy controversies” (Schön and Rein 1994, p. 23)—i.e., challenges in which opposing parties operate with conflicting frames (often without even noticing).
Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas
This article explores how playing and co-creating games in higher education contexts contributes to expanding learner personas and facilitating a multimodal learning experience. Working from the interdisciplinary perspectives of media/games studies, pedagogy, and linguistic anthropology, Stefan Werning, Deborah Cole, and Andrea Maragliano conceptualize in-class learning as the making and playing of games, reporting on game experiments and playful practices targeted at learning key theoretical concepts in our disciplines.
Making Games – The Politics and Poetics of Game Creation Tools
In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own “procedural rhetoric” and should not always be conceived simply in terms of optimization and best practices.
Making data playable: A game co-creation method to promote creative data literacy
This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy.
The Playful Citizen. Civic Engagement in a Mediatized Culture
The Playful Citizen edited volume explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking.
Symposium: Let’s play Dutch game history
On November 18 2016, Utrecht University and the Netherlands Institute for Sound and Vision organized a joint symposium on the challenges of creating an archive for the history of Dutch games and game development as national cultural heritage.
Ludomusicology – Approaches to Video Game Music
The last half-decade has seen the rapid and expansive development of video game music studies. As with any new area of study, this significant sub-discipline is still tackling fundamental questions concerning how video game music should be approached. In this volume, experts in game music provide their responses to these issues. This book suggests a variety of new approaches to the study of game music.