Archives de catégorie : Articles / Papers

The Speedrunning museum of accidents

Special Issue, August 2018 PDF Version   Rainforest Scully-Blaker University of California, Irvine   Abstract This paper discusses speedrunning, the practice of completing a game as quickly as possible without cheats or cheat devices and how it relates to Paul Virilio’s Museum of Accidents. Speedruns are shown to be an example of what the author calls […]

Pirates, plateformes et participants Théoriser les contributions des fans à travers l’histoire post-industrielle de la Sega Dreamcast

Numéro spécial, août 2018 Version PDF   SKOT DEEMING et DAVID MURPHY Université Concordia, Flinders University Traduit de l’anglais par Dominique Pelletier Parution originale: Fans and Videogames. Histories, Fandom, Archives (2017), sous la direction de Melanie Swalwell, Angela Ndalianis et Helen Stuckey   Résumé Cet article relate les conditions d’émergence de la création des fans […]

Interview: Marco Accordi Rickards & Micaela Romanini (VIGAMUS)

Special Issue, August 2018 PDF Version Conducted by Alison Gazzard and Carl Therrien   AG/CT: Can you give us a brief history of VIGAMUS? How did it come to be, what were the major principles guiding its creation, and what challenges have you faced? MAR/MR: VIGAMUS was opened in 2012, but it was the result of […]

Introduction. Préserver le jeu: sélection, duplication, circulation

Numéro spécial, août 2018 Version PDF English version Alison Gazzard et Carl Therrien University College London, Université de Montréal   Les dernières années ont vu se déployer de nombreuses initiatives encourageantes visant à préserver l’histoire des jeux. En 2014, des experts de l’UC Santa Cruz et de Stanford ont publié “A Unified Approach to Preserving […]

Interview: Henry Lowood (Stanford University Libraries)

Special Issue, August 2018 PDF Version Conducted by Alison Gazzard and Carl Therrien   AG/CT: Can you give us a brief history of the Cabrinety Collection at Stanford Libraries? What treatment did the collection receive since it has been donated to the university? HL: The Cabrinety Collection came to Stanford in 1998, I believe, at least […]

Deathstarchitecture : the Space of Evil

Volume 8, issue 1, June 2018 PDF Version   AMEDEO D’ADAMO Universita Cattolica, Milan   Abstract How is the evil of the Evil Empire of the Star Wars universe constructed and codified in its spaces? In SW space is binary : the spatial cues of Deathstarchitecture – its slick surfaces, rational codes, restricted color palates, alienated […]

L’après-mythe : Le Réveil de la Force

Volume 8, numéro 1, juin 2018 Version PDF TOM CUISINIER-ROSSET Ecole Normale Supérieure de Lyon Résumé Le Réveil de la Force est de toute évidence une réécriture d’Un nouvel espoir, il en reprend jusqu’à la trame, et il réactualise les figures iconiques de la trilogie originale : Han Solo, Leia Organa, etc. Cet article propose de […]

Introduction: Lightsabers and Beetle-Effect

Volume 8, Issue 1, June 2018 PDF Version French version MARC JOLY-CORCORAN & LAURENT JULLIER Université de Montréal, Université Sorbonne Nouvelle – Paris 3   Translated from French by Carl Therrien In a context where the Disney empire seeks to transform the Star Wars franchise with the Marvel recipe, opening production valves on many platforms (comics, […]

A Bridge and a Reminder: The Force Awakens, Between Repetition and Expansion

Volume 8, issue 1, June 2018 PDF Version   ANA CABRAL MARTINS University of Lisbon   Abstract Reviving the Star Wars film franchise, after Disney acquired Lucasfilm, meant kick-starting a new trilogy that worked as a link between the old films and a new phase. The result was The Force Awakens, a sequel to a 30 […]

Re-playing Legends’ Worlds: Toying with Star Wars’ Expanded Universe in Adult Play

Volume 8, issue 1, June 2018 PDF Version   KATRIINA HELJAKKA University of Turku   Abstract In this essay, I describe how adult fans of the Star Wars universe engage actively in world-building through world-play. What distinguishes world-play from world-building, as proposed by Wolf (2012), is an understanding that adult toy play involves more than mere […]

Présentation: Sabres-lasers et Effet-Coccinelle

Volume 8, numéro 1, juin 2018 Version PDF English version MARC JOLY-CORCORAN ET LAURENT JULLIER Université de Montréal,  Université Sorbonne Nouvelle – Paris 3   À l’heure où l’empire Disney essaie de transformer la franchise Star Wars avec la recette Marvel en ouvrant les valves de la production sur plusieurs plateformes (comics, séries télé, jeux […]

Go Rogue: A Case Study of an Official Fan Contest

Volume 8, issue 1, June 2018 PDF Version   PEDRO MOURA University of Minho, Communication and Society Research Centre (Portugal)   Abstract The relationship between the media industries and their audiences is increasingly complex. Concepts such as convergence culture foresaw a new kind of relationship, one where the consumers would also be producers, participating in the […]

Quality of Video Game Trailers

Volume 7, Issue 1, November 2017 PDF Version ZEYNEP TANES-EHLE & SARA SPEEDY Duquesne University Abstract Game developers can gain competitive advantage in the market by understanding current trends in video game advertising. Based on the Elaboration Likelihood Model, this study examined the persuasive focus and video production quality of video game trailers. Content of 51 top selling […]

Not Actual Gameplay, but is it Real Life? Live-Action Footage in Digital Game Trailers and Advertising as Gamerspace

Volume 7, Issue 1, November 2017 PDF Version THEO PLOTHE Walsh University Abstract This article examines this boundary between the virtual and the real in digital game trailers and argues that the blurring of this boundary through live action footage creates a third space that encompasses the virtual world and the physical world, called  “gamerspace.” This study reports […]

Configurative Dynamics of Gender in Bioware’s Marketing for the Mass Effect Franchise

Volume 7, Issue 1, November 2017 PDF Version LEANDRO AUGUSTO BORGES LIMA King’s College London Abstract The gendered marketing of videogames is an underexplored topic within the vast literature of games and gender. In this paper, I contribute to this body of literature a configurative analysis on gendered marketing strategies for the Mass Effect. I explore the genealogy […]

Marketing Authenticity: Rockstar Games and the Use of Cinema in Video Game Promotion

Volume 7, Issue 1, November 2017 PDF Version ESTHER WRIGHT University of Warwick Abstract Considering promotional materials as a source of information themselves, this article tracks how Rockstar Games position titles through cinema references. Referring to the relationship between video games and cinema, and tendencies to evaluate video games according to their “cinematic” qualities, it demonstrates Rockstar’s attempt […]

“The most Cinematic Game yet”

Volume 7, Issue 1, November 2017 PDF Version ED VOLLANS Bournemouth University Abstract An antecedent promotional practice, the film trailer has a history stretches from the formulation of the film industry itself. Yet no work found explores early videogame trailers. This paper tracks the early history of the videogame trailer exploring how it commuted from its use in […]