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Book part
Publication date: 20 August 2020

Andreas Theodorou

Dark Souls heralded a shift from the dichotomy of survival horror, and instead, thrust the player into a world where narrative was everywhere (if only you dared to look). This…

Abstract

Dark Souls heralded a shift from the dichotomy of survival horror, and instead, thrust the player into a world where narrative was everywhere (if only you dared to look). This chapter explores the reimagination of Gothic narrative and narrative engagement in the cryptic and fragmented nested narratives of the iconic FromSoftware, Inc. series. In doing so, this chapter highlights the emergence of a hybrid ludo-narrative form within the Gothic genre, and examines the ways in which the series presents said narratives to the player as it shifts the onus of narrative engagement from the storyteller to the one now living the experience. The chapter explores video-ludic interpretations of death, play, and experientiality through the lens of video game studies, and posits the value of the series as a defining moment in the Japanese action role-playing game genre.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Keywords

Book part
Publication date: 13 October 2022

Christopher McMahon

Abstract

Details

The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames
Type: Book
ISBN: 978-1-80117-736-8

Article
Publication date: 4 October 2017

Olle Sköld

The purpose of this paper is to investigate the sociocultural underpinnings of wiki-based knowledge production in the videogame domain, and to elucidate how these underpinnings…

Abstract

Purpose

The purpose of this paper is to investigate the sociocultural underpinnings of wiki-based knowledge production in the videogame domain, and to elucidate how these underpinnings relate to the formation of wikis as resources of videogame documentation.

Design/methodology/approach

The paper is based on a three-month ethnographic investigation of knowledge practices on the Dark Souls Wiki (DSW). In focus of the analysis were the boundaries and knowledge aims of the DSW, together with how its contributors organized inquiries and used various sources, methods of investigation, and ways of warranting knowledge claims.

Findings

The principal result of the paper is an empirical account of how the DSW functions as a culture of knowledge production, and how the content and structure of the wiki connects to the knowledge practices of its contributors. Four major factors that influenced knowledge practices on the wiki were identified: the structures and practices established by the community’s earlier wiki efforts; principles and priorities that informed wiki knowledge practices; the characteristics of the videogame in focus of the site’s knowledge-building work; the extent and types of relevant documentation provided by videogame industry, the videogaming press included.

Originality/value

Previous research has shown interest in investigating the mechanisms by which community-created knowledge and online resources of documentation emerge, and how these are utilized in play. There is, however, little research seeking to elucidate the sociocultural structures and practices that determine and sustain collaborative online videogame knowledge production.

Details

Journal of Documentation, vol. 73 no. 6
Type: Research Article
ISSN: 0022-0418

Keywords

Book part
Publication date: 13 October 2022

Christopher McMahon

Abstract

Details

The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames
Type: Book
ISBN: 978-1-80117-736-8

Content available
Book part
Publication date: 20 August 2020

Abstract

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Abstract

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Book part
Publication date: 13 October 2022

Christopher McMahon

Abstract

Details

The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames
Type: Book
ISBN: 978-1-80117-736-8

Content available
Book part
Publication date: 13 October 2022

Christopher McMahon

Abstract

Details

The Corruption of Play: Mapping the Ideological Play-Space of AAA Videogames
Type: Book
ISBN: 978-1-80117-736-8

Book part
Publication date: 20 August 2020

Ashley Darrow

Pokémon has proven to be one of the most enduring and successful gaming franchises. Over the last two decades, Pokémon has produced dozens of games, multiple animated shows, and…

Abstract

Pokémon has proven to be one of the most enduring and successful gaming franchises. Over the last two decades, Pokémon has produced dozens of games, multiple animated shows, and several movies. In this time, video games have found a new footing when it comes to approaching death. Titles like A Mortician’s Tale (2017) by Laundry Bear Games have opened up digital gaming as a place, where death can be explored with serious thought and a new emotional depth. A dichotomy has emerged between games that take death seriously and ones that lower death to a mere game mechanic. This chapter looks to bridge that growing divide and explore the pop phenomenon that is Pokémon through the same critical lens that has been used to examine games like A Mortician’s Tale. Ultimately, the Pokémon franchise emerges as capable of thoughtful and provocative conversation about death and dying.

Details

Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

Keywords

Book part
Publication date: 26 October 2016

Janine Pierce and Benjamin Pierce

The themes of love, commitment and honour are explored within the context of the American Mafia. In most capitalist-focussed conventional organizations managers acquire assets and…

Abstract

The themes of love, commitment and honour are explored within the context of the American Mafia. In most capitalist-focussed conventional organizations managers acquire assets and income through exchanges, through wages, direct operations and build cultures and cultural norms (Friedman, 1970). The authors argue the Mafia organization has similarities and differences to conventional organizations, differences being in how money is acquired and in ethical behaviours which could be described as counter to what is the expectation of conventional organizations. Parallel to the Christian Ten Commandments, baptism and initiation rituals existing within the Mafia are drawn that provide insights into Mafia values that guide behaviours. Honour as a key Mafia value is argued in this article as being a misnomer, being more reflective of dishonourable values of revenge, fear and punishment. Love and commitment within Mafia families 1 including roles of women are examined. It appears that love for family appears secondary to primary commitment to the Mafia Family. This paper contributes to literature on the Mafia in highlighting how ‘love’ and virtues are relative terms from which unethical acts can be justified within Mafia codes of behaviours. Also highlighted is that organizations valuing vice can survive and sustain if shrouded in secrecy rather than transparency. In the Mafia organization as in conventional organizations, codes of behaviours and commitment central to all money-making organizations are a key to survival.

Details

The Contribution of Love, and Hate, to Organizational Ethics
Type: Book
ISBN: 978-1-78635-503-4

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1 – 10 of over 1000