Refractory: a Journal of Entertainment Media
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Volume 17, 2010

Jul 18, 2010 | Comics, Digital Media/Internet, fan culture, Film, Games, Uncategorized, Volume 17

ed. Angela Ndalianis Contents 1. From Cult Texts to Authored Languages: Fan Discourse and the Performances of Authorship – Karolina Agata Kazimierczak 2. The Pinball Problem – Daniel Reynolds 3. The Invisible Medium: Comics Studies in Australia –...

The Pinball Problem – Daniel Reynolds

Jul 18, 2010 | Games, Older Media, Print Media, Uncategorized, Urban Space, Volume 17

On January 21, 1942, pinball machines and their operation were made illegal in New York City. Raids on pinball venues—arcades, bars, and shops—commenced immediately, and thousands of the machines were seized within the following weeks. The banning of pinball in the...

Volume 16, 2009

Nov 18, 2009 | Browse Past Volumes, Contents Page Only, Digital Media/Internet, Games, Volume 16

‘All Your Base Are Belong to Us’: Videogames and Play in the Information Age Editors: Tom Apperley and Justin Clemens Contents 1. Editorial: Tom Apperley and Justin Clemens 2. A Critique of Play – Sean Cubitt 3. ‘The code which governs war and play’:...

How to Do Things With Images – Darshana Jayemanne

Nov 18, 2009 | Games, Uncategorized, Volume 16

‘[U]se’ is a hopelessly ambiguous or wide word, just as is the word ‘meaning’, which it has become customary to deride. (J.L. Austin, How to Do Things With Words) Language, it is commonly held, describes or reports on some state of affairs. Statements can thus be...

“I’m OK”: How young people articulate ‘violence’ in videogames – Gareth Schott

Nov 18, 2009 | Games, Uncategorized, Volume 16

In the face of social imperfections, videogames are habitually condemned for their violent themes and role in debauching the innocence of the young (Buckingham & Bragg 2004). This article presents findings taken from a two-year funded project [1] that gathered...

Myths of Neoconservatism and Privatization in World of Warcraft – Kyle Kontour

Nov 17, 2009 | Games, Uncategorized, Volume 16

The Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft (Blizzard Entertainment, 2004) has over 11.5 million players worldwide and growing (Blizzard Entertainment, 2008), making it one of the most popular MMORPGs in the world. In MMORPGs, players...
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Refractory: A Journal of Entertainment Media