Games Research Network

Researching analogue and digital games

Tag: digital (page 1 of 2)

It’s the End of the World as We Know It

Earlier this year the Games Research Network asked if I could write a brief blog post introducing my research. Cue various conferences, college projects, impending deadlines, a series of viral infections and a fair amount of procrastination, and we’re finally here, my first ever blog post.

Before you a city lies in ruins. Buildings burn whilst flaming meteors fall from the heavens. Gathered on a roof-top, viewing the devastation, our heroes are addressed by their leader… read more

A Half-baked Cake: Idealised Avatars In An Exergame

The Avatar

In August of last year I wrote a blog advertising my interview study on experiences of play an exercise game with an avatar that looks similar to the player.

Last week I presented some of my findings at a Games Research Network seminar and thought I would summarise the talk in this short blog post

I started the talk by defining the term avatar which has only recently received a thorough explication by Nowak and Fox (2018). In short, it is the representation of a person in digital space. This is not restricted to visual representations, but can be text, sound, and in some cases haptic. For my purposes, I am looking at avatars that specifically look like a person, and in particular, videogame characters. read more

Japan’s new digital age brings together the old and the new

GRN member Esperanza Miyake recently wrote an article for The Conversation about the coming together of ‘old’ and ‘new’ Japan in the Digital Age.

Whether it is futuristic mecha-bots stomping on the ancient slopes of Mount Fuji or J-Pop stars shimmering like plastic dolls in silk kimonos, we indulge in the guilty (or not-so-guilty) consumption of Japan like electronic sushi: something traditional repackaged within the innovative, creating that perfect old/new bite. read more

Book review – Hamlet on the Holodeck

Hamlet on the Holodeck:
The Future of Narrative in Cyberspace
(Updated Edition)
Janet H. Murray
Cambridge, MA: The MIT Press, 2017
ISBN: 9780262533485
 

Twenty years on from the publication of Janet H. Murray’s Hamlet on the Holodeck: The Future of Narrative in Cyberspace, The MIT Press have published an updated edition of the book originally published by The Free Press in 1997. That the book is deserving of such an update is not in question, its impact on those working on literature, narrative, technology, and games, was and remains significant (as is easily demonstrated by its ever- growing number of citations) and it well deserves its position as a landmark of literary criticism and digital culture. read more

Are Video Games a Waste of Time?

One of the members of the Games Research Network, Tom Brock, was recently interviewed by the BBC World Service for their flagship investigative program ‘The Inquiry.’ You can check it out here:

http://www.bbc.co.uk/programmes/w3csv1bv

Tom appears at about 17:30 in, where he extols the wonders of Dark Souls, compares video gamers to piano players, discusses the useful skills that are developed by gamers, and reveals the joys of “punishing himself with puzzles.” read more

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