Refractory: a Journal of Entertainment Media
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Volume 28, 2017

Jun 12, 2017 | Browse Past Volumes, fan culture, Film, Print Media, Television, Volume 28

Themed Issue: Identity and the Fantastic in Penny Dreadful Edited by Amanda Howell, Stephanie Green, Rikke Schubart & Anita Nell Bech Albertsen   Introduction: Identity and the Fantastic in Penny Dreadful  ~ Amanda Howell, Stephanie Green, Rikke Schubart...

Mapping the Demimonde: space, place, and the narrational role of the flâneur, explorer, spiritualist medium and alienist in Penny Dreadful

Jun 12, 2017 | fan culture, Film, Print Media, Television, Volume 28

~  Amanda Howell and Lucy Baker  Abstract: This paper uses the perspectives and formative obsessions of familiar figures from nineteenth century pop culture and literature—the flâneur, the explorer, the alienist and the spiritualist medium—as lenses through which to...

Participatory Historians in Digital Cultural Heritage Process: Monumentalization of the First Finnish Commercial Computer Game – Jaakko Suominen & Anna Sivula

Sep 2, 2016 | Digital Media/Internet, fan culture, Games, Volume 27

Abstract: The paper deals with the question of how digital games become cultural heritage. By using examples of changing conceptualisations of the first commercial Finnish computer game, the paper illuminates the amateur and professional historicising of computer...

Born Digital Cultural Heritage – Angela Ndalianis & Melanie Swalwell

Sep 2, 2016 | Digital Media/Internet, fan culture, Games, Museums, Older Media, Volume 27

The collection and preservation of the ‘born digital’ has, in recent years, become a growing and significant area of debate. The honeymoon years are over and finally institutions are beginning to give serious consideration to best practice for digital preservation...

There and Back Again: A Case History of Writing The Hobbit – Veronika M. Megler

Aug 30, 2016 | Digital Media/Internet, fan culture, Games, Uncategorized, Volume 27

Abstract: In 1981, two Melbourne University students were hired part-time to write a text adventure game. The result was the game The Hobbit (Melbourne House, 1981), based on Tolkien’s book (Tolkien), which became one of the most successful text adventure games ever....

Playing At Work – Samuel Tobin

Oct 8, 2015 | Browse by Media, Browse Past Volumes, Digital Media/Internet, fan culture, Games, Volume 26

Abstract: People play games at work, especially digital games, rather than asking “why” this paper starts with “how”? To do so the game Minecraft and its players are used as a focus to address how people manage to play while at work and in...
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Refractory: A Journal of Entertainment Media