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Titlebook: Computer Games as a Sociocultural Phenomenon; Games Without Fronti Andreas Jahn-Sudmann,Ralf Stockmann Book 2008 Palgrave Macmillan, a divi

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‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Designmes scholarship more widely accessible to the people who design and play games. Perhaps the hardest challenge of producing this column has not been the issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge
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There and Back Again: Reuse, Signifiers and Consistency in Created Game Spacesat the players forget that they are playing a game. Another word used to describe this phenomenon is .. There are games that deliberately transgress against mimesis., and games that do so inadvertently, but it is generally accepted that improving mimesis in a game makes it more fun to play (Giner-So
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Another Bricolage in the Wall: Deleuze and Teenage Alienatione cause for Dylan Klebold and Eric Harris’s violently antisocial behaviour. Perhaps the most influential statement of the premise that video games serve as training tools for killers came from one Lt Col Dave Grossman, co-author (with Gloria DeGaetano) of . (1999). Colonel Grossman, who routinely of
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Impotence and Agency: Computer Games as a Post-9/11 Battlefields with images, plotlines or game-actions reminiscent of the events. According to one observer, the attacks sent the industry ‘into a frenzy’ (ConsoleWire.com Staff, 2001). On 12 September, Electronic Arts (EA), the world’s largest game publisher, suspended ., an ‘immersive game’ that blurred boundar
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S(t)imulating War: From Early Films to Military Gamesory a narrative of events, casualties and experiences of battle? Or does the war story inform and shape the very act of war? Is ‘realism’ the most important criterion when evaluating a representation of war or do the stories we fabricate shape our experience and comprehension of war? Perhaps the con
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Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readershipme world, and their analysis from an ethical standpoint (see Provenzo, 1991; Tuchscherer, 1988). Via the application of a fairly basic content analysis grid, the rates of violence, racial or sexual discrimination, and obscenity are assessed. The outcome is predictable: computer games tend to under-r
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‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Gamesf soldiers, policemen, secret agents or professional killers (., 2004), which implies war action or ‘small-scale violence’, such as shootings or bombings. Rapid progress in computing technology has rendered the audiovisual appearance and the interactive quality of today’s video-game violence extreme
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