Brendan Keogh and Taylor Hardwick. (2023). “Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education.” Games and Culture.
Loretta Fois (2022). “But First, Let’s Jam: A New Materialist Twist on the Ontology of Play.” American Journal of Play 14.3.
Anderson, C. and A. Cullen. 2023. Failing to See a Difference: Closing a Gender Gap in a Challenging Video Game. Games and Culture 0(0) (online early access)
Check out our latest review, this time of a game called Eco by Strange Loop Games. Eco is an online multiplayer collaborative game which casts players as citizens grappling with ethical, technological, civic, economic, and cultural tensions.
Picture courtesy of Toast Machine. Toast built this public art installation from different materials, each representing one member of our neighborhood. The installation signifies each of our unique skills and tastes being weaved together to create a strong, intertwined community.
Larreina-Morales, M. E. (2023). How Accessible is This Video Game? An Analysis Tool in Two Steps. Games and Culture, 0(0). https://doi.org/10.1177/15554120231154710
Julian Kucklich. (2003). "Perspectives in Computer Game Philology." Game Studies 3.1 https://gamestudies.org/0301/kucklich/
Danielle Kelly, Brona Nic Giolla Easpaig, Paola Castillo. (2023). “‘You Game Like a Girl’: Perceptions of Gender and Competence in Gaming.” Games and Culture 18(1): 62-78.
Lankoski, P., Apperley, T., & Harviainen, J. T. (2023). Platform-produced Heteronormativity: A Content Analysis of Adult Videogames on Patreon. Games and Culture, 18(1), 102–123. https://doi.org/10.1177/15554120221084453
Marina Fontolan, James Wilson Malazita, Janaina Pamplona da Costa. (2022). Language, Identity and Games: Discussing the Role of Players in Videogame Localization. Game Studies 22(3).
Bergstrom, Kelly. “Ignoring the blood on the tracks: exits and departures from game studies.” Critical Studies in Media Communication 39:3.
Listen to our review of one of the most thought-provoking and generative articles we have reviewed so far (and one of Alex's personal favorites): Kelly Bergstrom's "Ignoring the Blood on the Tracks: Exits and Departures from Game Studies." It's worth a listen and a read.
Aaron Trammell (2022) Decolonizing play, Critical Studies in Media Communication, 39:3, 239-246, DOI: 10.1080/15295036.2022.2080844
Agloro, Alexandrina. (2022). Another World is Possible: Building Games for Just Futures. Critical Studies in Media Communication, 39:2, 165-172
This perspicacious editor's intro to a special issue fills Cody and I with questions, hope, and visions of the future.
Chess, S. and Consalvo, M. (2022). The future of media studies is game studies. Critical Studies in Media Communication.
Alex read the book, Cody didn't. Listen in as he asks all the questions you have about the awesome book, Treacherous Play, by Marcus Carter.
Check out our review of the BRAND NEW article by Christine Tran on Egirls, gendered work, and livestreaming. This article opens up an exciting area in need of scholarly attention and investigation.
Tran, Christine H. (2022). “‘Never Battle Alone’: Egirls and the Gender(ed) War on Video Game Live Streaming as ‘Real’ Work.” Television & New Media 23(3)
Podcast mentioned in this episode: https://anchor.fm/techcommtalk/episodes/Social-justice-and-tech-comm--Part-2-Doing-social-justice-e1for29
Metagames, hypermediacy, and antagonistic narrators-- oh my! Listen in as Cody and I review a fabulous new article that deep dives into There Is No Game, a metagame that is both self-reflective and playful.
Thorne, Sarah. (2021). “There Is No Immersion: Critical Intervention through Hypermediacy in Metagames.” Eludamos: Journal for Computer Game Studies 12.1.
Check out our super quick review for a super brief article.
Colby, Richard, Johnson, Matthew S.S., Shultz Colby, Rebekah. (2022) Colby, Richard, Johnson, Matthew S.S., Shultz Colby, Rebekah. (2022) At a Glance: Teaching, Writing, Gaming. Composition Studies 49.3.. Composition Studies 49.3.
Bo Ruberg, “Trans Game Studies,” JCMS 61, no. 2 (Winter 2022): 200–205.
Harrer, S. (2021). We Are the Champions? Performing whiteness in ASCENSION: DAMN OF CHAMPIONS. Simulation & Gaming, 52(5), 533-553
This article taps into many areas of interest for game scholars and community members: disruptive gaming, playful resistance, games that subvert capitalism, and ways to spread and inspire political action. Listen in!
Huang, V. G., & Liu, T. (2022). Gamifying Contentious Politics: Gaming Capital and Playful Resistance. Games & Culture, 17(1), 26–46.