Affordances of Elliptical Learning in Arcade Video Games


Hock-koon Sébastien
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

Many researchers consider that video games have a unique potential for learning. However, Linderoth (2010) criticizes the way researchers link a successful action in the game and learning, without denying this conclusion. Using Gibson’s affordances (1979), he argues that, in order to study learning in a video game, one must carefully study the game itself. This article attempts to understand how “great video games” (Kunkel, 2003) may take “a minute to learn and a lifetime to master.” As a part of my Ph.D research, I trained for six months to perform a one-credit run on the Alien Vs. Predator (Capcom, 1994) arcade game. This expertise will be used to study affordances of learning and non-learning in this video game in order to introduce the concept of “elliptical learning”.

 

Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history


Suominen Jaakko
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study.

 

Angry Birds, Uncommitted Players


Bouça Maura
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

Mobile phones have been game-enabled since 1997. However, it seems that mobile phone games are only taking off now, in the 2010s. With mobile phones and, specially, smartphones, reaching critical mass games, in their mobile form are accessible to more and more people, young and old, men and women. Angry Birds, first released for iOS in December 2009, was the best-selling mobile game in 2011 (Reisinger 2011). In order to understand who is playing Angry Birds, how, and why, the author conducted a series of interviews with a group of Angry Birds players. The results of those interviews are here analyzed according to perspectives arisen from those conversations. Two main axis of analysis resulted from the interviews: gender gap and gaming background.