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November 29th

…these next three pieces explores the role of games (and online haunts in general) as vital social spaces of community and identity-construction, with an emphasis on queer communities.

  • Dead by Daylight has a promising queer future ahead | Gayming Magazine Aimee Hart talks to Mathieu Côté about making space for queer identity both within the horror genre and within the play communities built around games.
  • Love in the Time of Closets: How LGBT+ Teens Turned to Online Spaces to Discover Themselves | Gayming Magazine Katherine Rodgers discusses queer identity formation and exploration on the Internet in places

Víctor Navarro-Remesal and Thiago Falcão | Keywords in Play, Episode 11

…Thiago currently researches themes regarding politics and entertainment, with special attention to the ties between the Brazilian esports scene and cultural dynamics associated to neoliberalism / late capitalism.

Link for the Special Issue CFP “The Colonization of Play by Neoliberal Capitalism”

Rede Metagame: Brazilian Research network on Games and Political Culture

 

As a joint venture, “Keywords in Play” expands Critical Distance’s commitment to innovative writing and research about games while using a conversational style to bring new and diverse scholarship to a wider audience.

Our goal is to highlight the work of…

This Year in Videogame Blogging: 2023

Lazine chats with developer Kate Bagenzo about Yume Nikki fangames, autobiographical games, trans representation, and more.

  • Citizen Sleeper And The Decline Of Digital Town Squares | Paste Magazine Moises Taveras eulogizes Twitter by highlighting the inextinguishible warmth of community that comprises Citizen Sleeper‘s core thesis.
  • Major Releases

    The biggest releases of the year tend to be discourse magnets. In this penultimate section we’ve collected a lightning round of critical works: 16 pieces from all aspects of games media that celebrate and critically examine the newest blockbusters of the day.

    Callisto Protocol

    • The Callisto

    December 17th

    …something.

    “Depiction without Perspective means you’re not showing anyone anything and you can’t have a Perspective without Premises.

    Critical Chaser

    Let’s close this week out with prose and poetry in equal measure.

    • Making the Right Choices | Videodame Rachel Atchley lays down some verse on Witchy Life Story.
    • Swan Lake | Into The Spine Jenny Stevens reminisces about videogame music, love languages, and Parodius.

    “Music holds such power over us, to transport us back to places that we wish we could stay forever in, and places we’d much…

    April 30th

    …rhetorical battle, with some critics examining other issues regarding how we think about games.

    • Radiator Blog: A survey of video game manifestos Robert Yang shares some examples of clear statements of intent by artists working with games.
    • Picture in a Frame – amr al-aaser – Medium Amr Al-Aaser raises problems with genre terms that are built on mimicking existing games.

    “This speaks to the problem with the term Metroidvania. By positioning particular games as the blueprint, the term has limited the ideas of what constitutes a legitimate approach and erased alternatives. It doesn’t allow

    October 9th

    capital symbolique qui est en jeu – et l’on ne devrait pas, car le capital symbolique est une espèce toujours convertible – l’appartenance ou non au champ culturel a des conséquences immédiatement chiffrables. Elle conditionne les subventions, les budgets des bibliothèques, les bourses de recherche, la possibilité de monter des expositions…”

    Affective payoff

    Some illuminating thoughts come out of one developer’s perspective on criticism. Additionally, this week brings us some incisive critical perspectives on player motivation.

    • A Letter to Steven Harmon | vextro leeroy lewin’s letter is about a lot of things at once, but what

    Visual Essay Jam roundup

    …Play presents a personal account of how sports games usurped the street cricket matches of Prashast Thapan’s childhood. Finally, Spaces and Crowds transitions us from the sensations brought on by wide and empty plains of single player games all the way to the indecipherably chaotic marketplaces of Runescape.

    Shape and Structure Several participants used the visual essay form to explore ways to represent the ways structure and repeated visual motifs can be used to define the game space.

    Pieces From The Whole and Spaces and Shapes in Ocarina of Time both trace architectural motifs and their psychological

    November 19th

    …Narrative Feature About Games Media Layoffs | Unwinnable Jess Reyes offers a personal account of layoffs across the games media landscape.

    “So, why me? You never really know. Even if HR says they picked people because they worked the least hours or they didn’t get enough hits on their articles, many will still back their laid off colleague, saying that’s barely an excuse to lay someone off.

    They will say you deserved to stay.“

    Full Throttle

    We just hit the 20th anniversary for Final Fantasy X-2. For anyone who cares to know, in

    Abstract image evoking bird silhouette

    August 24th

    …to balance itself out… [suggesting] the site is now “a horrifying and disturbing look into the faults of late capitalism and the unfettered exploitation inevitable in unregulated economic systems[…]”

    Zombies Ate My Culture

    At Paste Maddy Myers reflects on the pre-9/11 anxieties represented in the original Reisdent Evil along with what would now be considered its genre-defying message of cooperation, “Most strikingly, however, the original Resident Evil differs from post-90s-era zombie videogames because it does not have a libertarian message.”

    To compare how zombies have changed, take a look at Reid McCarter’s analysis of The Last…

    Esther Wright | Keywords in Play, Episode 18

    …materials to offer more nuanced interpretations of the influence of dominant understandings of U.S. History on game development and marketing decisions. These hegemonies, established by and through the conventions of pre-existing cultural “genres” like the Western and film noir, and popular narratives long-centred on the white and male experience, lead to games that exclude and marginalise other people and identities, and promotional practices that reaffirm exclusionary stories about America’s “real” past. Esther is also a convener of the Historical Games Network https://www.historicalgames.net/

    As a joint venture, “Keywords in Play” expands Critical Distance’s commitment to innovative writing and research about…