Gamestudies.org
https://gamestudies.org
The international journal of computer game research
James Malazita,Rebecca Rouse,Gillian Smith
Disciplining Games
https://gamestudies.org/2401/articles/malazita_rouse_smith
This article offers a counter-reading of game research's oft-deployed concept of interdisciplinarity, highlighting how interdisciplinary commitments can serve to support neoliberal formations of the university and undermine political scholarship as much as they can serve as a liberatory framework.
Lawrence May,Ben Hall
Thinking Ecologically with <em>Battlefield 2042</em>
https://gamestudies.org/2401/articles/mayhall
User-generated paratexts shared in online player communities associated with Battlefield 2042 (DICE, 2021) demonstrate the game’s entanglement with the climate crisis, and reveal the multiplicity of player encounters with different forms of ecological thought.
Gregory Phipps
“If You Can See Something for its True Essence”: Exploring the Origins of the Personal Computer in TIS-100
https://gamestudies.org/2401/articles/phipps
This article explores how TIS-100 depicts interconnections between the cultural context of early programming methods and philosophical questions about the essential basis of the relationship between individuals and computers.
Caighlan Smith
Death Road to Capitalism: Business Ontology of the Zombie Apocalypse in <em>Death Road to Canada</em>
https://gamestudies.org/2401/articles/caighlansmith
This article examines how zombie apocalypse management game, Death Road to Canada, highlights the capitalism- sustaining business ontology embedded in the zombie game genre more broadly. I advance this argument through a reading of the video game zombie as both living and dead labor, which allows simultaneously pro- and anti- capitalist gameplay.
Erick Verran
In Pursuit of Ourselves: Roleplaying (Self-)Control and the Doppelgänger Trope in Videogames
https://gamestudies.org/2401/articles/verran
This article first identifies the doppelgänger trope in videogames as a battle against the self through a consideration of self-recognition, othering and the ambiguous object-subject hierarchy implicit in roleplaying videogames. The player, controlling a player-character, is described as themself a kind of ghostly doppelgänger haunting the avatar.