This article examines the cultural background informing the overarching narrative of the
Research article
I Coveted That Wind: Ganondorf,Buddhism,and Hyrule’s Apocalyptic Cycle
Kathryn HemmannORCID
Abstract
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This article examines the cultural background informing the overarching narrative of the
This article examines a terrain in which gender inclusion remains a challenge: competitive esports. In the male-dominated sphere of esports, the underrepresentation of women and nonbinary people often leaves these marginalized groups invisible, with a significant lack of women and nonbinary people competing in top-tier tournaments. We highlight the experience of Wang ‘BaiZe’ Xinyu, a Chinese
Women in video game development face issues such as the pay disparity reported at
Esports is one of the fastest growing avenues of entertainment in the world today, projected to have revenues approaching US$1.5 billion by year 2020. The large growth of this market has led to similarly large growth in the gambling industry around esports, with some estimates predicting over US$7.4 billion in wagers made in 2018. In this article, we explain the nuances of the esports gambling market that differentiate it from the traditional sports betting market, such as “skins” betting, and empirically examine the biases present in wagering for two different esport titles (
This article introduces a novel methodology to analyze the historical evolution of the adventure game genre. This method involved the development of an analytical system, online database, and data visualization tool designed to help us understand the evolution of gameplay. Following an overview of these methodological considerations, we present the most common gameplay configurations adopted by adventure games over the years with the help of the data visualization interface. This forms the foundation of a comparative study that seeks to highlight the specificity of French production at the turn of the 1990s. The results shed light on gameplay configurations in a way that effectively articulates a synoptic, macrohistorical perspective with deep inspections of specific games.
Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Japan, videogame production happens in a range of contexts, at a variety of scales, and for a number of reasons. While “the videogame industry” as a sector of the economy accounts for the flow of capital between corporate actors and global markets, as a concept it is insufficient to account for the spectrum of cultural activities and identities that constitute videogame production. In this article, I instead follow Bourdieu to consider videogame production as a