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Journal ArticleDOI

Start, Select, Continue: The Ludic Anxiety in Video Game Scholarship

Sky LaRell Anderson
- 01 Oct 2013 - 
- Vol. 13, Iss: 4, pp 290-301
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TLDR
The authors trace three modes of rhetorical video game scholarship inspired by the ludology vs. narratology anxiety: ludic scholarship, transitional scholarship, and communicative scholarship, or work that investigates how video games communicate as one would examine any other media.
Abstract
Game-studies scholars have adopted the phrase “ludology vs. narratology” to explain a tension in video game scholarship. Ludology is the perspective that video games should be studied with their uniqueness as a medium at the foreground while narratology is the study of games that take that uniqueness for granted in order to ask broader questions. In this essay, I perform a critical literature review in which I trace three modes of rhetorical video game scholarship inspired by the ludology vs. narratology anxiety: (1) ludic scholarship, or work focused on discovering what makes video games different than other media, (2) transitional scholarship, or work that sees video games as different but moves beyond merely targeting those differences and into other arguments, and (3) communicative scholarship, or work that investigates how video games communicate as one would examine any other media, namely by taking the differences between games and other media as granted. Ultimately, I forecast that the ludic anxie...

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Citations
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Journal ArticleDOI

The corporeal turn: at the intersection of rhetoric, bodies, and video games

TL;DR: The authors examines the trend in game studies toward studying bodies, both of players and of characters, in communication scholarship and concludes that instead of creating a single, unifying theory of gaming bodies, games scholars should identify themes of bodies in games.
Journal ArticleDOI

The Joy of the Easter Egg and the Pain of Numb Hands: The Augmentation and Limitation of Reality Through Video Games

TL;DR: In this paper, the authors explore the physical limits of our bodies within the expansion of our senses in video games and discover hints, influences, remnants, appropriations and quotes, expanding the web of signs and significations far beyond the limits of the games themselves.
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Horror Video Games and the “Active-Passive” Debate

TL;DR: In this paper , Perron's edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror compared between an ostensibly passive cinema reception (from whence the games take most of their conventions) and the ostensibly more active reception of ludological horror.
Journal ArticleDOI

La alegría de los huevos de Pascua y el dolor de las manos entumecidas: el aumento y la limitación de la realidad a través de los videojuegos

TL;DR: In this paper, the authors explore the physical limits of our bodies within the expansion of our senses in video games and discover hints, influences, remnants, appropriations and quotes, expanding the web of signs and significations far beyond the limits of the games themselves.
References
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Book

Persuasive Games: The Expressive Power of Videogames

TL;DR: Ian Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric.
Journal ArticleDOI

The Meaning of Race and Violence in Grand Theft Auto San Andreas

TL;DR: The authors found that players use their own experiences and knowledge to interpret the game and do not passively receive the games' images and content, and that the meanings they produce about controversial subjects are situated in players' local practices, identities, and discourse models as they interact with the game's semiotic domain.
Journal ArticleDOI

Learning in Context Digital Games and Young Black Men

TL;DR: In this paper, the authors present an exploratory study of Black middle school boys who play digital games and examine how differences in game play are potential factors in the discrepancy between White male gamers and Black male gamers in science, technology, engineering, and mathematics.
BookDOI

Joystick Soldiers : The Politics of Play in Military Video Games

TL;DR: Huntemann and Huntemann as discussed by the authors discuss the history of video games in the U.S. Army and their role in the development of the Joystick Soldier and the early history of Video Wargaming.
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