May 23, 2008 | Film, Games, Volume 13
Abstract: Terence McSweeney investigates the evocation of emotional response in two recent remediations of the King Kong story: cinematic and ludic. Drawing together a number of streams – gameplay, cinematic techniques, celebrity culture, cross-media...
May 23, 2008 | Film, Games, Older Media, Volume 13
Abstract: Exploring the notion of the literary imagination, Holly Wills examines how several major works of videogame art invite the viewer/participant to imagine the world differently through their deployment of gamic tropes. Relations open up and expand under some...
May 23, 2008 | Games, Print Media, Volume 13
Abstract: Many different approaches have been suggested for how stories can be told using interactive media. Forms have emerged which range from the collections of text fragments and links that one finds in hypertext fiction, the adventure-game-like experience of...
May 23, 2008 | Digital Media/Internet, Games, Volume 13
Abstract: Mike Skolnik’s Authorship, Environment and Mediation in Role-Playing Games takes up a classificatory and evaluative task regarding analog and digital role-playing environments. Utilising Murray’s procedural authorship and Mackay’s account of mediation in...
May 22, 2008 | Games, Older Media, Volume 13
Abstract: Eugénie Shinkle’s piece Digital Games and the Anamorphic Subject reassesses the visual lineages that prefigure contemporary gaming forms. Games, in the process of locating gamers in space, draw on the tradition of anamorphic art exemplified by...
May 22, 2008 | Digital Media/Internet, Older Media, Volume 13
Abstract: Laurie Johnson tracks conflicting messages of embodiment and symbolic exchange in the infamous “Mr. Bungle” affair in which a chatroom avatar was forcibly removed from the participant’s control. Arguing that many scholarly treatments recapitulate a binary of...