Techno-Giants: The Giant, the Machine and the Human


Ford Dom
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

The relationship between humankind and technology is fundamental, but also a longstanding source of unease, particularly as that relationship has become ever more intimate and irreversible. In this paper, I connect this age-old anxiety with the age-old figure of the giant, a monster similarly intertwined with ancient questions on the boundaries of humanity. I focus on two examples: the Human-Reaper larva in Mass Effect 2 and Liberty Prime in Fallout 3 and 4. Although different in approach, these examples demonstrate a use of a phenomenon I call the ‘techno-giant’ to explore and reflect the powerful anxieties in our cultures to do with the future of the human– technology relationship. In particular, both examples expose the human–nonhuman boundary as being exceeding difficult to define and place, despite a constant desire to. The figure of the giant offers a powerful focal point for these representations.

 

Popular History: Historical Awareness of Digital Gaming in Finland from the 1980s to the 2010s


Suominen Jaakko
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

This paper studies the popular historiography of digital gaming. By using the Finnish context as a case example and analyzing hundreds of popular game-history-related articles, mostly from computer and game hobbyist magazines and newspapers, the paper presents a categorization of four different waves of historical awareness. All the waves emphasized different ways of writing and presenting game history, some focusing more on global issues and some on national and local phenomena. Some of the material was more oriented to personal or individual experiences and some merely toward the collective or general characteristics of gaming. The four-wave categorization and presented topics can be applied to other game historiographical studies to create a richer picture of how the academic and popular histories of games and game cultures have been written.

 

An Impression of Home: Player Nostalgia and the Impulse to Explore Game Worlds


Sloan Robin J. S.
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

In this paper I argue that there is a need for game studies to look beyond nostalgia as a period style or form of remediation, and to more carefully consider the role of nostalgia as an affective state experienced by players. Specifically, I argue that nostalgia is a positive emotional response that can be elicited in players without the need to embed period or historical referents in games. Extending this, I argue that the experience of nostalgia might enhance player motivation to explore game spaces, which has repercussions for game design. This paper makes use of existing literature on the psychology and aesthetic qualities of nostalgia to develop an initial theoretical basis for the study. To explore the implications of affective nostalgia, a case study analysis of two recent games is presented. Both of these games are dependent upon player motivation to explore their game worlds.

 

Moving on from the Original Experience: Games history, preservation and presentation


Swalwell Melanie
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

The art historical notion of ‘the original’ continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover’s invocation of ‘the original experience’. The paper first traces the game lover’s notions of history and preservation, recognizing their commitment to games, before noting that the appeal to original experience is problematic for more critical historical and scholarly perspectives. It suggests that there is a need to liberate critical thought from this paradigm and ask different questions, such as how exhibitions of 1980s games and gaming culture might be assembled for future audiences with no memory of this period. The model proposed by net art preservationist, Anne Laforet, of the Archaeological Museum offers a way for thinking about such exhibits of game history and visitors’ encounters with these, whilst moving beyond the notion that games must play exactly as they once did.

 

Nostalgia in Retro Game Design


Garda Maria B.
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

I distinguish between two kinds of nostalgia in retro game design – restorative and reflective. The former manifests itself in ‘total restoration of monuments of the past’, while the latter ‘lingers in the dreams of another place and another time’. Restorative nostalgia is visible in the retrogaming practices, such as creation of emulators, appreciation of classic titles and remaking them for new platforms. Reflective nostalgia is more detached from the past and sees history of the medium as a set of styles, it serves creativity and artistic erudition. In the article I elaborate on the nostalgic gestures of independent game designers in games such as Hotline Miami, Fez, FTL: Faster than light and McPixel. I argue that retro games are an exceedingly heterogeneous group with different authors having different objectives and motivations.

 

Of discs, boxes and cartridges: the material life of digital games


Toivonen Saara Sotamaa Olli
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

So far the field of game studies has mostly bypassed the everyday meanings attached to the material manifestations of digital games. Based on qualitative survey data, this article examines what kind of personal and collective values are attached to the physical copies of games, including the storage medium and packaging. The results show how materiality resonates with the reliability and unambiguity of ownership. Furthermore, games as physical objects can have a key role in the project of creating a home, receiving their meaning as part of a wider technological and popular cultural meaning structure. Finally, collecting associates games with more general issues of identity, sociability and history. Through storing and organising games and having them on display, gamers position themselves as part of game culture, gather subcultural capital and ensure the possibility for nostalgia.