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A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants
This chapter addresses a blind spot of gaming history and game and disability studies: voice games or voice-enabled gaming as a means of access to... -
AI and Gaming Culture
Video games created with advanced algorithms that generate game content now define the allure and constitution of gaming culture. AI systems even... -
Intersections Between Gaming and Dis/Abilities (Roundtable)
This Roundtable discussion deals with the frequent academic contextualization of accessible gaming in the realm of serious gaming, meaning that video... -
Zhejiang Yueju and the Gaming Industry
This chapter investigates xiqu digitalisation and gamification and issues around intellectual property (IP); it questions how xiqu as a live... -
From Abstract Locative Gaming to Locative Hypernarrativity: The Case of Niantic
This chapter analyzes locative games produced by Niantic, Inc., a Google-owned corporation. With Ingress (2012–) (updated into Ingress Prime in... -
Playing with the Eyes. A Media History of Eye Tracking
This chapter focusses on eye-controlled digital gaming (recording and analysis of eye movement) as Augmentative and Alternative Communication (AAC)... -
Gaming and Vampires
The chapter examines the proliferation of diverse vampire video game texts in relation to the hybrid and intertextual qualities that vampires possess... -
Gaming and Vampires
The chapter examines the proliferation of diverse vampire video game texts in relation to the hybrid and intertextual qualities that vampires possess... -
Development History and Status-Quo of Global E-sports
In this chapter, we will be familiar with the development history of the global E-sports industry based on specific application cases, understanding... -
Westeros Versus the West: A Ludic Bridge for Teaching History
The aim of this chapter is to analyse the educational potential of the Game of Thrones universe by focusing on the concept of transmedia reality, the... -
Development History and Status-Quo of China’s E-sports Industry
In this chapter, we will learn the development history of the China’s E-sports industry based on the industry composition, development stage,... -
Coda: Ethics in Gaming, Here and Now
This Coda offers a brief consideration of some of the ethical implications of working with chronotopes, and it explicitly addresses how the... -
Dis-/Ability, Accessibility and Video Games: Chapters in the Context of a Research Overview
In this introductory chapter, Markus Spöhrer and Beate Ochsner give an overview of the research areas, topics, and blind spots within various... -
Providing Access
The chapter departs from an evaluation of the status quo of inclusive gaming: Despite the achievements and efforts in accessible game design and... -
The History of the Twentieth-Century Chinese Game Industry: The Practice of Domestic Games as Evidence
This chapter looks to the Chinese game industry of the twentieth century to illuminate the industry of today. The chapter proceeds in five sections.... -
Authorship Discourse and Lovecraftian Video Games
Adaptation, multiplicities, and paratextual connections are integral to video gaming. No game stands alone; yet, some games have tighter intertextual... -
The Chronotope of the Abject in The Binding of Isaac: Gaming Under Sovereign Power
This chapter picks up the topic of social relation begun in the previous chapter and extends it by analyzing the inner workings of the chronotope of... -
Invasive Gaming, Bio-Sensing and Digital Labour in Playtest
In the third season of television anthology Black Mirror, the second episode PlaytestPlaytest (2016) charts a likely next step in, and... -
Introduction: Game History and the Local
Locality has largely been left out of game history. That many histories have been written by journalists and ‘insiders’, largely accepting the game... -
Interview with Mark Barlet (AbleGamers)
In this interview, Mark Barlet digs deep into the past of accessible gaming equipment and discusses the potentials, conditions, pitfalls, issues, and...