![]() In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. #The incredible machine 3 trick shot puzzle professionalElegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. This results in new insights for the question of genre in video games, as it is established that genre is rooted not in game mechanics, but in game aesthetics that is, play-experiences that share a phenomenological and pragmatic quality, regardless of their technical implementation. This model is tested through the history and analysis of the First-Person Shooter genre. Evolution is linked to the processes of innovation, and so a model of innovation is laid out from a compare-and-contrast approach to literary and film genre innovation. The technological imperatives that characterize video game production are also pinpointed as relevant to the establishment and development of video game genres. ![]() After a comparative analysis, video game genres are found to differ from literary and film genres precisely on the basis of evolution. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research one such development is the contestation of the idea of generic evolution. ![]() This paper provides a critical overview of the notion of genre in game studies and in the video game industry. ![]()
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