Cute, cuddly and completely crushable: Plushies as avatars in video games

E Reay - Journal of Gaming & Virtual Worlds, 2021 - intellectdiscover.com
This article examines video game avatars that are designed to resemble toys. It names this
trope the 'Blithe Child'to capture the carefree, careless and childlike interactions this avatar …

The Show, the Game, and the Old Gods: On the Ontological Reframing and the Fiction/Real Boundary

A Waszkiewicz - Games and Culture, 2024 - journals.sagepub.com
The recent decade brought increasing interest in metareferentiality in video games. The
article builds upon the body of research regarding metaleptic transgression in games by …

Avant-Garde is Dead? On Arrière-Garde and Digital Games

A Prokopek, A Waszkiewicz - Games and Culture, 2024 - journals.sagepub.com
This article aims to approach the problem of avant-garde digital games by analyzing them as
proof of avant-gardes' vitality and/or their demise. First, it seeks to investigate the presence …

Playful poetics: Metareferential interfaces in recent indie games

T Krampe, S Lotzow, JN Thon - Poetics Today, 2022 - read.dukeupress.edu
This article sets out to explore the playful poetics of recent indie games in terms of what
could be described as metareferential interfaces. Drawing on a range of theories from …

The Child in Games: From the Meek, to the Mighty, to the Monstrous

E Reay - 2022 - repository.cam.ac.uk
The Child in Games Page 1 1 Emma Reay Homerton College Faculty of Education University
of Cambridge The Child in Games From the Meek, to the Mighty, to the Monstrous Supervisor …

Rotten and Possessed: Control and Hellblade: Senua's Sacrifice as Models of Outmersive Game Design

PS Berge - Proceedings of the 32nd ACM Conference on …, 2021 - dl.acm.org
Control (Remedy Entertainment) and Hellblade: Senua's Sacrifice (Ninja Theory)
demonstrate the potential for game design that defies expectations of immersive gameplay …

Breaking the fourth wall in videogames

N Van de Mosselaer - Being and Value in Technology, 2022 - Springer
In this chapter, I investigate the imaginary boundary between the actual world and fictional
gameworlds by focusing on videogame situations in which this fourth wall is foregrounded or …

Game studies through 'Conceptual Games': the case of doors

S Gualeni, N Van de Mosselaer - … Limits and Margins of Games Settings, 2023 - dl.digra.org
Can games be used to communicate theoretical knowledge that is relevant to game studies?
Like conceptual works of art, some games are designed to convey intellectually significant …

Ludic unreliability and deceptive game design

S Gualeni, N Van de Mosselaer - 2021 - philpapers.org
Drawing from narratology and design studies, this article makes use of the notions of the
'implied designer'and 'ludic unreliability'to understand deceptive game design as a specific …

Rewriting rules, changing worlds: Diegetic and ludic forms of metareference in The Magic Circle

T Krampe - Frontiers of Narrative Studies, 2023 - degruyter.com
In addition to transmedial techniques such as metalepses, allegories, or obtrusive narrators,
contemporary videogames also use medium-specific forms, including game rules …