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This category contains 9 posts

FCJ-110 Relations of Control: Walkthroughs and the Structuring of Player Agency

Daniel Ashton and James Newman, Bath Spa University Videogame walkthroughs provide instructions on various elements of gameplay in relation to specific digital games, and exist as text-based documents and, to a lesser extent, as recorded moving image game footage. We focus here on written-walkthroughs for the purposes of depth, while recognising the specific and significant […]

FCJ-111 Playing with Game Time: Auto-Saves and Undoing Despite the ‘Magic Circle’

Chuk Moran, University of California, San Diego Typically the time of games played on computer systems is considered as linear and progressive. Those studying games talk this way and often linear time is the idiom by which players make sense of their experiences at play. This article focuses on some recent games that explicitly engage […]

FCJ-106 Rule Making and Rule Breaking: Game Development and the Governance of Emergent Behaviour

Jennifer R. Whitson, Carleton University Discussions of ‘control’ in games often center on players and their myriad attempts to push back upon the systems that seek to constrain them. The fact that players resist the constraints imposed upon them is not surprising, nor is it surprising that counterplay and control are such rich topics for […]

FCJ-107 The Assemblage of Cheating: How to Study Cheating as Imbroglio in MMORPGs

Stefano De Paoli, National University of Ireland Maynooth Aphra Kerr, National University of Ireland Maynooth In this paper we ask the question, how can we define cheating in Massive Multiplayer Online Role-Playing Games (MMORPGs)? It is important to clarify immediately that what is at stake here is the way we study the phenomenon of cheating, […]

FCJ-113 Games of Multitude

Nick Dyer-Witheford, University of Western Ontario Greig de Peuter, New York University Street Games Revolts within the gates, protests in the desert beyond, accusations of human-rights violations, and, embarrassingly for the private corporation running the compound, successful escape attempts—the Immigration Reception and Processing Centre holding nearly 1,500 refugee claimants in the desert at Woomera, Australia, […]

FCJ-109 Play, Create, Share? Console Gaming, Player Production and Agency

Olli Sotamaa, University of Tampere Playing is only the half of it … With LittleBigPlanet you get a fantastic adventure AND the tools which we used to make it [–]. [Y]ou can build anything you’ve seen in the Story mode, or simply draw inspiration from it, and then create something even more complicated and grandiose! […]

FCJ-112 Magic Frames: The Best of All Possible Virtual Worlds

Darshana Jayemanne, University of Melbourne Each generation of videogame hardware promises increasing levels of graphical realism. This provides one of the major incentives for consumers to invest in the latest technology. The ferocity with which realism has been pursued over the brief history of gaming is attested to by the sheer pace at which new […]

FCJ-108 Virtual-World Naturalism

Daniel Reynolds, University of California, Santa Barbara Videogames tend to channel their players down spatial and behavioral paths.  The virtual worlds of games are constructions and, as such, they necessarily have ultimate boundaries. The internal boundaries and barriers of games work to contain players in certain ways. Depending on one’s perspective, these barriers either offer […]

Issue 16 – Counterplay

The star player is one who modifies expected mechanisms of channeling field-potential. The star plays against the rules but not by breaking them (Massumi 2002: 77). Unruly innovation is an intrinsic dimension of gaming. To claim that play is not a passive or neutral activity is hardly a groundbreaking observation. However, we believe that the […]