Archives de l’auteur : Revue Kinephanos

Introduction : For a cultural history of video games

Jonathan Lessard, Martin Picard, Carl Therrien   In spite of preservation and accessibility issues, the history of video games has become a topic of interest for a growing community of scholars and museum curators around the world. In Digital Play (2003), Stephen Kline, Greig de Peuter and Nick Dyer-Witheford invited us to understand video games […]

Introduction : Pour une histoire culturelle du jeu vidéo

Jonathan Lessard, Martin Picard, Carl Therrien   Malgré les problèmes d’accessibilité et de préservation, l’histoire du jeu vidéo est devenue un intérêt de recherche pour une communauté grandissante de chercheur(e)s universitaires et de commissaires à travers le monde. Dans Digital Play (2003), Stephen Kline, Greig de Peuter et Nick Dyer-Witheford nous proposaient de comprendre le […]

Unrepresented and Under-represented Video Game History

Mark J. P. Wolf Concordia University, Wisconsin   We present history as narrative to examine cause and effect, action and consequence, and the way these shape the subject of that history.  Without these, what is the point of history? The desire for narrative structure influences research; one looks for connections between events, influences, motivations, shared […]

Interview with Warren Spector

Conducted by Carl Therrien Carl Therrien: In 2007, the Library of Congress made a significant move to integrate video games in their collection. Through a project set forth by Henry Lowood, ten video games were selected to be part of the “game canon.” New games are now added to the collection more systematically; game publishers […]

The Casual Revolution of… 1987: Making adventure games accessible to the masses

Jonathan Lessard Concordia University   1. Talkin’ about a revolution At the turn of the 21st century, the video game industry became increasingly interested in catering to so-called « casual gamers”—that is players interested in easily accessible games requiring limited time, effort and expertise. In his book on the phenomenon, Jesper Juul (2010) has termed “Casual […]

Looking at the history of video games through the prism of ludicisation processes

Sébastien Genvo Université de Lorraine   Serious games, news games and persuasive games show that games today permeate numerous other spheres of activity previously considered as separate from the gaming sphere, thus reciprocally blurring the definition of what a game actually is. It seems clear that the characteristics and dichotomies which are habitually used to […]

Arcade-Style Game Design – Pinball’s Connections to Coin-Op Videogames

Christopher Lee DeLeon Georgia Institute of Technology (1) One of the three main traditions applied to the study videogames within the humanities is the history and analysis of board games, card games, or games like Dungeons & Dragons. While by no means representing the totality of the authors’ research and methods, books including this angle […]

Exhibiting The Hobbit: A tale of memories and microcomputers

Helen Stuckey Flinders University   Introduction The challenge of collecting and exhibiting videogames is a significant issue for contemporary museums. This paper provides a case study of Beam Software’s successful text adventure of the 1980s, The Hobbit, which offers some insight to the challenge of videogames for museums.  The Hobbit is an exemplary text in […]

The Construction of Civilization

Eric Kaltman University of California, Santa Cruz   Introduction The approach here is not a comprehensive history of Sid Meier’s Civilization series. I have little interest in reciting a general account of the series’ development or the early history of its developer Microprose, the company founded by Bill Steele and Sid Meier. My purpose is […]

Conserving Portal: Defining and Documenting the Object

Kristin MacDonough New York University   As the History of Games International Conference has demonstrated, the past decade has seen an exponential rise in video game scholarship and preservation as video games edge their way into cultural institutions, most notably libraries, university archives, and museum collections.  Commercially released video games were never intended to be […]

Game Engines and Game History

Henry Lowood Stanford Libraries, Palo Alto   Introduction I have a problem: it’s called preaching to the choir.  Nobody here lacks faith in the history of games, and I can only hope that my talk will not reduce your enthusiasm.  That realization eliminates the need for a homily on the value of historical studies.  Instead, […]

The Ends of History and the Tyranny of the Algorithm

Stephen Kline Simon Fraser University             Section 1: On Writing Video Game History In his sequel to the hitchhikers guide to the galaxy, Douglas Adams (1980) described the ideal place where media historians can go for a night out on the town. It is called Milliway’s, the Restaurant at the […]

Demon’s Souls : L’esthétique de la répétition au cœur de la pratique hardcore du jeu vidéo

Frédéric Clément, Université de Montréal Résumé Le présent article propose d’examiner les manières dont la répétition et le rituel se conjuguent en contexte vidéoludique, notamment dans une exploration de l’étiquette hardcore accolée à la fois aux joueurs particulièrement dévoués à leur pratique vidéoludique et aux jeux nécessitant un certain dévouement. Pour ce faire, nous exposerons […]

Sacralising Fandom? From the ‘loss hypothesis’ to fans’ media rituals

Matt Hills, Aberystwyth University Abstract Parallels and connections between media fandom and religion have continued to fascinate theorists, with recent work equating the two phenomena in a variety of ways (e.g. Mills 2013; Wilson 2013). This piece argues that the ‘fandom = religion’ formulation tends to hinge on a range of discursive constructs, both of […]

The Gospel of the Winchesters (And Their Fans): Neoreligious Fan Practices and Narrative in Supernatural

Charlotte E. Howell, University of Texas, Austin. Abstract The television show, Supernatural (The WB/CW 2005-present), has evolved its own subversive take on Christianity in which all of the events of the series’ first five seasons created a new religious gospel. Within the show’s narrative, fans of the book series, Supernatural, are representations—and exaggerations—of actual fans […]