scholarly journals Discourses and Semantic Tropes of the Philosophical Explication of Video Games

Problemos ◽  
2019 ◽  
Vol 96 ◽  
pp. 172-183
Author(s):  
Dmitry Anatolyevich Belyaev ◽  
Ulyana Pavlovna Belyaeva

The article explores one of the most remarkable and dynamic phenomena of modern technoculture – video games. It reconstructs the genesis of the philosophical discourse on video games, exposing the main difficulties arising in making the definitions. Special importance is attached to the critical comparative analysis of the major strategies for the philosophical explication of video games. With the aid of the method of comparative-historical reconstruction and a structuralist approach, the essential correlations between the essential definition of a video game and the ontological systems of Plato, the Gnostics, G. Berkeley, E. Kant, as well as post-modern philosophy was established. The research results in formulating a model-integrative definition of a video game.

Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2018 ◽  
Vol 18 (1) ◽  
pp. 107
Author(s):  
Róbert Pintér

A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal játszók hazai bázisa. A tanulmány ismerteti az e-sport kutatás eredményeit is, így, hogy mik a főbb játékplatformok, hány órát tesz ki a játékkal töltött idő és az általában vett „screen time”, mi mondható az egyéni fejlődésről és streamek követéséről, valamint, hogy hagyományos értelemben sportolnak-e egyáltalán a gamerek? A tanulmány kísérletet tesz a videojátékokhoz köthető piac magyarországi méretének becslésére is. Végül a befejezésben azt vizsgálja, hogy vajon széleskörű társadalmi elfogadottság előtt áll-e idehaza a videojáték és az e-sport? --- The Gamer Inside Them: the Main Results of Hungarian Esport and Videogames Research by eNET, Esportmilla and Esport1 The study presents the main research results of eNET, Esportmilla and Esport1 video games and esports research. The two research projects covered a few themes, this article first shows the results of the video games research, which demonstrates how much gamers play video games in Hungary and what their main motivations are. It deals with examining how widespread the negative stereotypes are associated with video game players among non-gamers and how parents relate to the topic. It then shows what and how gamers play and how many esports gamers there are. The study also describes the results of esports research, including the main gaming platforms, how much the playing time is and how much the usual "screen time" is, what can be said about individual development and watching of streaming, and whether or not gamers pursue traditional sports. The study also attempts to estimate the size of the video games market in Hungary. Finally, it examines whether video games and esports are about to be widely accepted in Hungary? Keywords: videogames, esport, research, Hungary


2015 ◽  
Vol 27 ◽  
pp. 75-94
Author(s):  
Heinrich Söbke ◽  
Thomas Bröker

Video games are a comprehensive, interactive media. Online games foster communication and extend the range of communication types considerably. We examine prevailing types of communication in video games using the browser-based advergame Fliplife. This game provides all a clear, delimited structure, an unpretentious user interface and the characteristics of a multiplayer online game. Thus Fliplife is an excellent frame to demonstrate the wide range of communication initiated in a video game. Among contained types of communication are verbal and non-verbal communications using graphics and actions/non-actions. Found communication typically serves controlling and coordination of the game play, however private discussions and social banter exist also besides demonstration of player status and community identification. In our work we draw on the basic definition of communication as conveying information from a sender to a recipient. We categorize the found types of communication according to an abstract model of communication derived from common definitions. The compiled enumeration of communication elements and possible manifestations represents a draft of categorization for communication in video games in general. Although it still needs extended validation, this enumeration demonstrates that video games provide frameworks which host and initiate a wide variety of communication. As a significant difference compared to other media, video games and their notion of interactivity allow players to communicate through action and to change roles of sender and receiver.


Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 129
Author(s):  
Xiaozhou Li ◽  
Zheying Zhang ◽  
Kostas Stefanidis

Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.


Author(s):  
Christoffer Mitch C. Cerda

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the development of original Filipino video games. Using four Filipino video games as primary texts discussed in class, students were exposed to Filipinomade video games, and shown how these games use Filipino history, culture, and politics as source material for their narrative and design. Issues of how video games can be used to selfexoticization, and the use of propaganda is discussed, and also how video games can be used to confront and reimagine Filipinoness. The paper ends with a discussion of a student-made game titled Alibatas, a game that aims to teach baybayin, a neglected native writing system in the Philippines as a demonstration of how students can make a Filipino video game. The paper then shows the importance of student-made games, and the role that the academe plays in the critical understanding of Filipino video games, and in defining Filipino culture and identity.


2019 ◽  
pp. 131-155
Author(s):  
Hassen Ben Rebah ◽  
Rachid Ben slama

A serious game is a computer application that combines a serious intention of a pedagogical, informative and a communicational type with playful springs of the video game (want to win, collaboration, competition, strategy). This two-dimensional approach has transformed the game from a simple means of entertainment to a robust-integrated tool growing in the world of training and learning. Serious games include the engagement of video games with the worlds of educational and computer simulation to integrate the user in a safe and entertaining learning environment. Many techniques have been used to ameliorate computer graphics and technology in the last few years to make this type of game more adaptive to the learning context. In this study, we are interested in presenting the pedagogical contributions of serious games as well as the different possible approaches of their integration in a learning situation and this is based on a variety of case studies and examples of experimentation. We will start with definitions of other video games that have some valuable characteristics of learning in order to contrast and relate them with serious games. Subsequently, we discuss the definition of serious game and the benefits of its use in education. We will, then, examine approaches to integrate serious games into classrooms with an emphasis on the assets and liabilities of each approach. To finish, we conclude on the trends that will follow the serious games technology in the educational field as well as some recommendations to be taken into consideration in order to better exploit these tools in a pedagogical context.


2019 ◽  
pp. 155541201989440
Author(s):  
Ashley P. Jones

Video games are well suited to exploring questions of philosophical intent through their construction and design. Exploring the layered and complex forms of video game design and aesthetics is a growing area of gaming studies that is pointing toward these larger and important questions, even changing the way gaming studies is being approached by scholars. This article examines the relationship between video games’ design and aesthetics and Derrida’s conceptual framework of hauntology. Using Mannon and Temkin’s definition of glitch aesthetics, I conduct a close visual analysis of Tacoma as a case study in how Derrida’s hauntology is present within video games. Tacoma’s aesthetic choices bring to light how video games play with Western understandings of presence, life, and death.


2021 ◽  
Vol 8 (1) ◽  
pp. 1-25
Author(s):  
Mária Koscelníková

Abstract Even though video games are highly popular, localization into Slovak is rather rare and the language struggles to maintain a presence in the video game industry. This is partly because Slovak is a less widely spoken language, and also because it is mutually intelligible with the more dominant Czech language, having a common history. Our paper examines the Slovak-Czech parallels in the respective language-, audiovisual- and multimedia- related legislation as well as market practices. A similar comparative analysis is conducted with other less widely spoken European languages, namely Serbian, Croatian and Slovenian. Our results show that among the examined languages, Czech is by far in the strongest position as a supported language in video games on various platforms whereas Slovak, Serbian, Croatian and Slovenian are hardly present. We hope that the results of our research will stimulate the discussion on this issue.


2021 ◽  
Vol 11 (4) ◽  
pp. 196-206
Author(s):  
D.Kh. Alimova ◽  
N.V. Bogdanovich

Nowadays the time for direct contacts between people is getting shorter, communication is increasingly going online, requiring special skills from those participating in it. And so there is a need for methods of developing one's sociability, both real and virtual as a response to digitalization. The work presents the results of experimental and empirical examinations of a visual novel genre video game seen as a method of the sociability development. We have employed the following research techniques: ‘forming’ experiment, self-observation, testing and surveying. The research was conducted remotely, with 654 male participants aged 14-35. The research results indicate no positive effect of using visual novel genre video games in order to increase the sociability level. However, there is a possibility for a visual novel genre game to be used in order to develop skills of online communication. The research gives details of the videogame progressing process as well as the dynamics of the subjects' emotional state. The results can be used both for further research and for online psychological counseling.


Author(s):  
Paul Ralph ◽  
Kafui Monu

A roleplaying game (RPG) is a fuzzy class of video games that includes at least three quite different subclasses. This paper focuses on one of these subclasses, Western RPGs, which stand out for their focus on discovery and expression. It proposes a definition of a Western RPG as a video game that: encourages players to assume the part(s) of one or more virtual characters, in large open environments, with plentiful freedom of expression throughout game narratives. This definition is evaluated against archetypal Western RPGs and related genres. The paper further identifies three enduring challenges in Western RPG design: (1) bipolar morality scales, (2) quest distribution, (3) oversimplified difficulty scaling. Concrete suggestions for overcoming these challenges are provided.


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