2024
Mayer, Aska; Thiel-Woznica, Marcel
Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game Interfaces in Elden Ring Livestreaming Proceedings Article
In: Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, pp. 188-193, 2024, ISBN: 979-8-4007-0692-9.
Abstract | Links | Tags: Game controllers, Streaming
@inproceedings{nokey,
title = {Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game Interfaces in Elden Ring Livestreaming},
author = {Aska Mayer and Marcel Thiel-Woznica},
url = {https://doi.org/10.1145/3665463.3678782},
doi = {10.1145/3665463.3678782},
isbn = {979-8-4007-0692-9},
year = {2024},
date = {2024-10-14},
booktitle = {Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play},
pages = {188-193},
abstract = {Game controllers are a crucial element of gameplay experience and agency. Still, they are rarely centered in game livestreaming potentially due to familiarity of users and audiences with them. Within this explorative study-in-progress, we center alternative game controllers, which break with this expectation structures both for player and audience and therefore present new challenges for gameplay structure and technology mediation. To explore this phenomenon, we conducted a video interaction analysis of two Elden Ring livestreams presenting different alternative control modes, a brain-computer-interface (invisible control) and a repurposed Dance Pad (embodied control). It will be shown that the analysed alternative game controllers 1) alter the embodied representation of play, 2) require the adoption of new gameplay structures, and 3) make the development and appearance of evidence practices necessary, to communicate potentially unfamiliar functionality to users.},
keywords = {Game controllers, Streaming},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Ruotsalainen, Maria
“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming Journal Article
In: Television & New Media, vol. Pre-print, 2022, ISSN: 1527-4764.
Abstract | Links | Tags: Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games
@article{Ruotsalainen2022c,
title = {“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming},
author = {Maria Ruotsalainen},
url = {http://urn.fi/URN:NBN:fi:jyu-202203211976},
doi = {https://doi.org/10.1177/15274764221080962},
issn = {1527-4764},
year = {2022},
date = {2022-03-08},
journal = {Television & New Media},
volume = {Pre-print},
abstract = {In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.},
keywords = {Age, Critical discourse analysis, Gender, Streaming, Twitch, Video games},
pubstate = {published},
tppubtype = {article}
}
2021
Arjoranta, Jonne; Friman, Usva; Koskimaa, Raine; Mäyrä, Frans; Sotamaa, Olli; Suominen, Jaakko; Välisalo, Tanja (Ed.)
Pelitutkimuksen vuosikirja 2021 Book
Pelitutkimuksen seura ry, 2021, ISSN: 1798-355X.
Abstract | Links | Tags: Arvio, Babka, Business knowledge, Finnish game industry, Game journalism, Gaming piece, Learning, Lectio, Lektio, Liiketoimintaosaaminen, Oppiminen, Pöytäroolipelit, Pelijournalismi, Pelinappula, Reviews, Simulaatio, Simulation, Skittles, Sports game, Streaming, Striimaus, Suomalainen peliteollisuus, Tabletop RPGs, Urheilupeli
@book{Arjoranta2021b,
title = {Pelitutkimuksen vuosikirja 2021},
editor = {Jonne Arjoranta and Usva Friman and Raine Koskimaa and Frans Mäyrä and Olli Sotamaa and Jaakko Suominen and Tanja Välisalo},
url = {https://pelitutkimus.journal.fi/issue/view/7755},
issn = {1798-355X},
year = {2021},
date = {2021-12-15},
urldate = {2021-12-15},
publisher = {Pelitutkimuksen seura ry},
abstract = {Vuoden 2021 vuosikirja koostuu kolmesta tutkimusartikkelista, kahdesta katsausartikkelista, yhdestä esseestä, kahdesta arviosta sekä neljästä lektiosta.},
keywords = {Arvio, Babka, Business knowledge, Finnish game industry, Game journalism, Gaming piece, Learning, Lectio, Lektio, Liiketoimintaosaaminen, Oppiminen, Pöytäroolipelit, Pelijournalismi, Pelinappula, Reviews, Simulaatio, Simulation, Skittles, Sports game, Streaming, Striimaus, Suomalainen peliteollisuus, Tabletop RPGs, Urheilupeli},
pubstate = {published},
tppubtype = {book}
}
Fordyce, Robbie; Apperley, Thomas H.
Exhausting Choices: Bandersnatch and the Future of Our Entertainment Platforms Book Section
In: Duarte, German A.; Battin, Justin Michael (Ed.): Reading "Black Mirror": Insights into Technology and the Post-Media Condition, pp. 87-102, Transcript Verlag, 2021, ISBN: 978-3-8376-5232-1.
Abstract | Links | Tags: Black Mirror, Hypertext games, Streaming, Video games
@incollection{Fordyce2021,
title = {Exhausting Choices: Bandersnatch and the Future of Our Entertainment Platforms},
author = {Robbie Fordyce and Thomas H. Apperley },
editor = {German A. Duarte and Justin Michael Battin},
url = {https://urn.fi/URN:NBN:fi:tuni-202105245372},
doi = {10.14361/9783839452325-005},
isbn = {978-3-8376-5232-1},
year = {2021},
date = {2021-01-19},
urldate = {2021-01-19},
booktitle = {Reading "Black Mirror": Insights into Technology and the Post-Media Condition},
pages = {87-102},
publisher = {Transcript Verlag},
abstract = {This chapter interrogates the Netflix ‘film’ Black Mirror: Bandersnatch (2018), written by Charlie Brooker and directed by David Slade, using a close reading approach informed by metaphorical and allegorical analysis of videogames (Begy, 2013; Bogost, 2006; Murray, 1997; Wark, 2007), and seeks to draw out how the film explores the gamified choice-driven systems of the purchase screens of entertainment platforms. We argue that Black Mirror: Bandersnatch (Bandersnatch, hereafter) engages in a well-crafted reference to its conditions of distribution by finding similarities between the branching nature of selection-based play in hypertext games and the selection-based mechanisms of contemporary streaming video services, such as Netflix. In order to engage in this analysis, this study will examine both formalist ludological and visual themes within Bandersnatch and explore how these elements draw out themes of entertainment, exhaustion, and boredom in a manner that approximates entertainment platforms.},
keywords = {Black Mirror, Hypertext games, Streaming, Video games},
pubstate = {published},
tppubtype = {incollection}
}
2020
Švelch, Jan
Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming Journal Article
In: Media, Culture & Society, vol. 42, iss. 6, pp. 838-856, 2020, ISSN: 0163-4437.
Abstract | Links | Tags: Card game, Electronic sports, Mediatization, Monetization, Professional player, Sportification, Streaming, Video games
@article{Švelch2020,
title = {Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming},
author = {Jan Švelch},
url = {https://urn.fi/URN:NBN:fi:tuni-201910254099},
doi = {10.1177/0163443719876536},
issn = {0163-4437},
year = {2020},
date = {2020-09-01},
journal = {Media, Culture & Society},
volume = {42},
issue = {6},
pages = {838-856},
abstract = {Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.},
keywords = {Card game, Electronic sports, Mediatization, Monetization, Professional player, Sportification, Streaming, Video games},
pubstate = {published},
tppubtype = {article}
}
