Archives de l’auteur : Revue Kinephanos

Introduction : Explorer les frontières du jeu numérique : jeux traditionnels, jeux expressifs, jeux pervasifs

Numéro spécial, avril 2016: Explorer les frontières du jeu numérique  Version PDF SÉBASTIEN GENVO & CARL THERRIEN Université de Lorraine / Université de Montréal Depuis le début des années 2000, l’étude des jeux numériques a pris une place considérable dans la littérature académique consacrée aux phénomènes ludiques, au point où de nombreux articles se proposant de faire un […]

The Game Freaks Who Play With Bugs – In Praise of the Video Game Xevious

Volume 5, Issue 1, December 2015 PDF Version Nakazawa Shin’ichi Translated by Jérémie Pelletier-Gagnon and Tsugumi Okabe University of Alberta Translators’ Introduction Jérémie Pelletier-Gagnon “The mystery deepens every time you play!! When will the entirety of Xevious be revealed?” (Xevious Promotional Poster, Namco 1983) In the 1980s, Japanese habits were being drastically transformed by the […]

Book review: Marc Steinberg, Anime’s Media Mix: Franchising Toys and Characters in Japan, Minneapolis: University of Minnesota Press, 2012

Volume 5, Issue 1, December 2015 PDF Version Frédéric Clément Université de Montréal Coming from University of Minnesota Press, Anime’s Media Mix: Franchising Toys and Characters in Japan (2012) continues the publisher’s tradition of releasing academic books on anime and Japanese popular culture, such as the annual journal Mechademia (2006–today), Thomas Lamarre’s The Anime Machine: […]

Playing (with) the Trace: Localized Culture in Phoenix Wright

Volume 5, Issue 1, December 2015 PDF Version Stephen Mandiberg University of California, San Diego Abstract This article elaborates how residual traces of a video game’s national and cultural origins – overlooked or ignored due to limited funding – can be an ethically responsible part of game localization when the goal of localization is not simply immersion, […]

Pachinko: A game studies perspective

Volume 5, Issue 1, December 2015 PDF Version Geoffrey Rockwell & Keiji Amano University of Alberta / Seijoh University Introduction The sound is overwhelming. The balls fall vertically against the pins making a cascade of noise; the massed balls falling into the waiting tray create a cacophony. In this aural inferno sit long lines of […]

Formation et développement des cultures autour de la « Geemu ongaku » (1980-1990)

Volume 5, numéro 1, décembre 2015 Version PDF Yôhei Yamakami & Mathieu Barbosa Université des Arts de Tokyo Résumé Cet article tente d’analyser l’histoire et la diffusion de la « game ongaku » (ou musique vidéoludique) au Japon. Malgré leur rôle essentiel dans la formation de la culture musicale des jeux vidéo japonais, deux thèmes peu abordés […]

Fold, Flip, Stick: Paper Mario, 2.5-Dimensionality and the Media Mix

Volume 5, Issue 1, December 2015 PDF Version Andrew Campana Harvard University Abstract Nintendo’s Paper Mario franchise is aesthetically and mechanically centered around the interactions between the flat and the solid; at its core is a playfulness with dimensionality that consistently highlights not only the 2D or 3D, but the 2.5 dimensional. Through this lens, […]

Kawaii Japan: Defining JRPGs through the Cultural Media Mix

Volume 5, Issue 1, December 2015 PDF Version Douglas Schules Rikkyo University Abstract Despite frequent reference in academic and fan work to the video game genre known as JRPG (Japanese role-playing game), little critical scholarship has been dedicated to understanding how to conceptualize the genre. Frequently, JRPGs are framed as a cultural curiosity, with the […]

8-Bit Manga: Kadokawa’s Madara, or, The Gameic Media Mix

Volume 5, Issue 1, December 2015 PDF Version Marc Steinberg Concordia University I would like to take the liberty of opening this article in this important journal special issue on the “Geemu et/and media mix” with a reflection on the title of my 2012 book, whose subject in many ways intersects with that of this […]

Space Odyssey: The Long Journey of Spacewar! from MIT to Computer Labs Around the World

Devin Monnens, Martin Goldberg Abstract Although Spacewar! is credited with inspiring the arcade videogame industry, little is recorded about the game outside its origins. It has been assumed that Spacewar! spread rapidly between computer labs and across computer platforms, but no systematic survey of its actual distribution and use has ever been attempted. Based on […]

Reconstructing WARRIOR: Vectorbeams, Natural Magick & Business Intrigue

Thomas H. Rousse Abstract Warrior, a two-player fighting game released by Vectorbeam/Cinematronics in 1979, represents an early pinnacle of integration between analog and digital displays in the history of arcade gaming and a terminal point for vector monitor technology.  This article examines the business intrigue around Warrior, its adaptation of the “Pepper’s Ghost” optical illusion, […]

Remembering Repton: an alternative history of co-creativity in 1980s Britain

Alison Gazzard Abstract This article explores some of the histories of player creativity in the 1980s through the inclusion of early level editors in games. Drawing on Huhtamo’s (2011) media archaeological framework of tracing “alternative histories” the article will trace the histories of level editors in games created for the BBC Micro through the case […]

From Importers to Designers and Publishers: How Distributors and Computer Stores Helped Shape the French Video Game Industry

Colin Sidre Abstract The birth of the French videogame industry, focused on microcomputers, is generally considered to have taken place in 1983, when France shifted from an import industry – importing mainly from the United States – to a creative industry. Distributors and particularly microcomputer retailers, as the first companies established in France, played a […]

Du rôle des sociétés de distribution et des boutiques de micro-informatique dans la naissance de l’industrie vidéoludique française

Colin Sidre Résumé L’année 1983 est généralement considérée comme celle de la naissance de l’industrie vidéoludique française, autour de la micro-informatique. Elle sanctionne le passage d’une industrie d’importation, essentiellement depuis les États-Unis, à une industrie de création. Les distributeurs et surtout les boutiques de micro-informatique, en tant que premières structures implantées sur le territoire, sont […]

History of Japanese Video Games

John Szczepaniak Abstract The history of Japanese video games is poorly documented outside of Japan. Writings in English often focus exclusively on console history, specifically with a preference for Nintendo. Despite the Japanese game culture being highly influential on games around the world (and vice versa), there is a scarcity of English-language interviews with Japanese […]