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The Digital Library is published by the Digital Games Research Association - DiGRA. Free for educational and research use; commercial use or redistribution restricted and only by permission.

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Sex and Videogames: A Case of Misappearance? [Abstract]

Krzywinska Tanya
September 2009 Breaking New Ground: Innovation in Games, Play, Practice and Theory
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The focus of this paper is on sex and videogames, seeking to provide a counterweight to the sensationalist treatment of the topic within the popular press. The author argues that there is surprisingly little explicit sexual imagery in games and asks what accounts for its disproportionate absence.

Keywords: sex, sexuality, rhetorics of representation, game design

Computer Games / Cinema / Interfaces

King Geoff, Krzywinska Tanya
June 2002 Computer Games and Digital Cultures Conference Proceedings
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What is the relationship between computer games and cinema? Spin-off games based on major film franchises are common, especially in genres such as science fiction, action-adventure and horror. Some games have also made the transition to the big screen, none more prominently than the Tomb Raider series in Lara Croft: Tomb Raider (2001). The potential benefits of such tieins are apparent at the industrial level, in a global media economy in which games and cinema often exist in the orbit of the same corporate giants. To what extent, though, is it useful to look at games more closely in the light of cinema? The aim of this paper is to explore points of contact between computer games and aspects of cinema, but also to highlight important differences and distinctions. The main focus is on the formal/textual qualities of games in relation to cinema, although reference is also made to aspects of industrial and broader cultural context. The paper also considers some more general questions raised by the use of paradigms from one media form in relation to another.

Keywords: Cinema, textual analysis, industry, narrative, cut-scenes, interactivity

Gamescapes: exploration and virtual presence in game-worlds

King Geoff, Krzywinska Tanya
November 2003 Level Up Conference Proceedings
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An analysis of the scope for exploration and the extent to which impressions of presence are created in domestic videogames. This paper argues that exploration is an important dimension of play in many games, whether employed in relation to other objectives or as a source of pleasure in its own right. The first part of the paper examines the relationship between freedom to explore and spatial constraint, arguing that many games offer a balance between the two, the precise nature of which varies from one type of game to another. The second part of the paper considers the extent to which different types of game offer illusions of presence in the game-world, from the distanced perspective of management and strategy games to the greater impression of sensory immersion created in games rendered in the first person.

Keywords: Videogames, exploration, navigation, presence, immersion