scholarly journals L’apport des théories du design aux game studies : nouvelles perspectives en design de jeux vidéo

2016 ◽  
Vol 40 (2) ◽  
pp. 101-114
Author(s):  
Laureline Chiapello

At a time when the video game industry is booming in Canada and game studies departments begin to emerge in universities, this article assesses the evolution of video game design theories. These can be considered as the combination of two worlds, design theories and video game studies, a union that seems largely under-examined. Using a theoretical model drawn from design theory, namely “the eclipse of the object,” this article reveals similarities between design and video game design theories. It argues that the parallels that can be drawn between these theories constitute the basis for a shared theoretical outlook. Building on this commonality, this paper concludes with some suggestions concerning research, pedagogy, and the video gaming industry that aim at unifying these two domains.

Author(s):  
Xavier Cabonell-Sánchez

This article consists of a reflection on the clash between the interests of the video gaming industry and the health of consumers as defined by the World Health Organization and the American Psychiatric Association. The article discusses the history of the self-regulation of the tobacco, alcohol and gambling industries, then goes on to discuss the extent to which video games may gain establishment acceptance as sports, much as bridge and chess did before them. The article concludes that the category of sport can serve as a mediating force between the industry and the health of gamers.


2019 ◽  
Vol 15 (8) ◽  
pp. 1004-1025
Author(s):  
Matthew E. Perks

Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.


Author(s):  
Sergio Luis Martinez Palomino ◽  
Victor Enrique Chiroque Landayeta ◽  
María Vanessa Vega Velarde ◽  
María José Espinosa Chueca ◽  
Eudes Axel Muñoz Delmás

2005 ◽  
Vol 115 (1) ◽  
pp. 109-122 ◽  
Author(s):  
Jason Wilson

Though many video games scholars and journalists tend to train their sights on ‘big gaming’, there is a vibrant and varied sector of independent game design, production and distribution. Indie gaming is not a unitary field and, as well as producing a diverse range of games, indie designers occupy a range of positions vis-à-vis mainstream video gaming. Therefore, while this article gives examples of this diversity, it is by no means an exhaustive account. Industry watchers and events are together suggesting that low-cost, independent modes of production will become increasingly important and prevalent in the immediate future. Scholars and practitioners alike will do well to understand the historical trajectories of indie design, and to keep pace with its present and future diversity.


2016 ◽  
Vol 2 (1) ◽  
pp. 20-25 ◽  
Author(s):  
Mata Haggis

The video game industry, by its wider reputation, is not commonly regarded for its deep and thoughtful experiences. In its common media presence it is represented as frequently dealing with content that is excessively violent and usually expressing themes and genres that are otherworldly: science-fiction, horror, or fantasy. However, the broad reputation of video games’ reputation is not wholly deserved, partly due to an arthouse-esque movement growing rapidly alongside the larger, traditional releases. In the last decade, and five years especially, there have been an increasing number of games which tell personal stories that are either inspired by life or that are autobiographical and that defy that broader reputation. These games are often highly concerned with creating vivid and believable characters, telling personal stories, or conveying emotional experiences using interaction to enhance the narrative. This article discusses some of the key titles in this area, the debates in video game culture surrounding them, and some of the choices made in the development of the author's own narrative game experience 'Fragments of Him'.


Author(s):  
Carolyn Michelle Cunningham

Girls and women play video games in equal number to boys, yet they continue to be under-represented in the video game industry. The goal of this chapter is to examine initiatives that encourage gender equality in video game design. This chapter argues that the process of becoming a video game designer may have the potential to shift girls' notions of identity. Drawing on research on girls and video game design, as well as analyses of informal programs that teach girls video game design, this chapter emphasizes the intersection of design and identity. This chapter offers directions and recommendations for future research, including the need for expanded understandings of the cultural and democratic benefits of video game design for girls.


2017 ◽  
pp. 441-464
Author(s):  
Carolyn Michelle Cunningham

Girls and women play video games in equal number to boys, yet they continue to be under-represented in the video game industry. The goal of this chapter is to examine initiatives that encourage gender equality in video game design. This chapter argues that the process of becoming a video game designer may have the potential to shift girls' notions of identity. Drawing on research on girls and video game design, as well as analyses of informal programs that teach girls video game design, this chapter emphasizes the intersection of design and identity. This chapter offers directions and recommendations for future research, including the need for expanded understandings of the cultural and democratic benefits of video game design for girls.


2018 ◽  
pp. 74-97
Author(s):  
Carolyn Michelle Cunningham

Girls and women play video games in equal number to boys, yet they continue to be under-represented in the video game industry. The goal of this chapter is to examine initiatives that encourage gender equality in video game design. This chapter argues that the process of becoming a video game designer may have the potential to shift girls' notions of identity. Drawing on research on girls and video game design, as well as analyses of informal programs that teach girls video game design, this chapter emphasizes the intersection of design and identity. This chapter offers directions and recommendations for future research, including the need for expanded understandings of the cultural and democratic benefits of video game design for girls.


2021 ◽  
pp. 193229682110175
Author(s):  
Valéria de Cássia Sparapani ◽  
Sidney Fels ◽  
Noreen Kamal ◽  
Rebecca Ortiz La Banca ◽  
Lucila Castanheira Nascimento

Background: Video games are interactive technologies able to support children in health promotion, behavior changes, and chronic disease self-management. The use of health behavior change determinants in video game design can increase its effectiveness. This study describes the process of designing a video game for Brazilian children with T1D clarifying the use of health behavior change determinants that may influence self-management behaviors. Methods: This was a methodological study based on health behavior change theories and the user-centered design approach. The results of a qualitative study conducted with children aged 7 to 12 years identified learning needs about knowledge on diabetes and self-care tasks which contribute to inappropriate behaviors. A Behavioral Diagnosis presented health behavior change determinants, capable of influencing children’s learning needs and behaviors, that were considered to design The Heroes of Diabetes—the power of knowledge. Results: The results presented the process of designing 4 mini games with its description and theory foundation to reach children’s lack of understanding about T1D, insulin’s role, SMBG requirements, food groups and physical activity’s role in glycemic control. Knowledge, goal settings, extrinsic and intrinsic motivation determinants were related with video games design features. Conclusions: The findings support the use of health behavior change determinants into video game design as a guide to achieve children learning needs and that might influence self-management behaviors.


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