bluuebunny/crossref_metadata_2025 huggingface dataset:
Gramsci y el problema del derecho. Una aproximación crítica
Authors: Lassalle Martina
Published: March 2022

Las reflexiones de Antonio Gramsci en torno al problema del derecho son escasas y fragmentarias, tanto en los escritos previos a su encarcelamiento como en los denominados Cuadernos de la Cárcel. Por eso, tal vez no resulte muy llamativo que haya pocas producciones que se dediquen a analizar directamente el modo en que este autor ha pensado esta problemática. En este trabajo nos proponemos contribuir a cubrir este espacio de vacancia. Presentaremos, en primer lugar, una hipótesis de lectura sobre el problema del derecho en Gramsci, articulando la misma a partir del par conceptual coerción-consenso. Finalmente, intentaremos ir más allá de sus planteos, e introduciremos una posible hipótesis sobre la forma en que el derecho participa de la producción de hegemonía.
Consumismo para indignados
Authors: Soto Ramírez Juan
Published: March 2022

En este artículo discuto sobre la forma en cómo han cambiado las prácticas consumistas y, en consecuencia, la publicidad. La publicidad contemporánea tiene el objetivo de que los consumidores desarrollen fidelidad a la marca a través de las emociones y la creación de conexiones. Sostengo la idea de que las modas culturales fortalecen el capitalismo de consumo y las prácticas consumistas a pesar de que algunas de ellas intentan oponerse y denunciar las consecuencias nocivas de la vida consumista. Analizo cómo las formas de resistencia contracutlural son convertidas en mercancías y cómo las actitudes consumistas se generalizan y son aceptadas dócilmente hasta por los más fuertes opositores al capitalismo de consumo. Al final planteo que la indignación es el último recurso para reaccionar contra el capitalismo de consumo. Para ilustrar los argumentos ofrezco diversos ejemplos de cómo todo esto ocurre en la vida cotidiana.
Investigation of Leakage Current in Micro M-I-M Structure Using Multilayer High-K Dielectric Materials with COMSOL Multiphysics
Authors: Ullah Naqeeb , Huang Lingling , Amirzada Muhammad Rizwan , Ullah Anayat , Haider Muhammad Luqman , Ehsan Muhammad Khurram , Khan Yousuf
Published: March 2022

Micro Metal-Insulator-Metal (M-I-M) capacitor structures are well-known passive components that have been broadly used in integrated circuits, Radio Frequency (RF) decoupling, Micro Electro Mechanical Systems (MEMS) sensors, and health monitoring systems. Thanks to its small dimensions, it can be easily integrated into microelectronics. With the acceleration of the scalling dawn of integrated circuits and systems, the size of the capacitor and other components must be reduced. It has become challenging to fabricate a micro M-I-M capacitor with low leakage current and high-capacity density since the leakage current and depletion effect are reported as the main factors of the gradual loss of electrical energy in the micro-M-I-M capacitor. Thus, minimizing the leakage current and the depletion effect became a new research trend. This paper presents a penta-layer high-K dielectric between the electrodes to reduce the leakage current in the micro-M-I-M capacitor. For this purpose, various dielectric materials were investigated. It was found that niobium pentaoxide (Nb2O5) and hafnium dioxide (HfO2) as penta-layer dielectric materials provide the lowest leakage current between the two electrodes. The recorded values of leakage current density are reduced to a mere 0.95 µAmps/mm2 from several µAmps/mm2 at the operating voltage of 1 V. The reported micro-M-I-M capacitor has potential application as an energy storage device.
Artificial Bee and Ant Colony-assisted Performance Improvements in Artificial Neural Network-based Rotor Fault Detection
Authors: Erbahan Osman Zeki , Aliskan Ibrahim
Published: March 2022

Asynchronous motors are the most commonly used types of motor in the industry. They are preferred because of their ease of control and reasonable cost. Since it is not desirable to suspend production in factories, it is required that motor failures used in production lines be detected quickly and easily. In this article, sound signals were recorded during the operation of the asynchronous motor, which is operational and with a rotor bar crack; and filtering, normalization, and Fast Fourier Transform were performed. The detection of rotor broken bar error was examined using the feed-forward backpropagation Artificial Neural Network (ANN) method. With intuitive algorithms such as the artificial bee colony and artificial ant colony, improvements to the ANN results were investigated. The experimental results verified that intuitive algorithms can improve the estimation performance of the neural network.
Jüdische Beiträge zur Entwicklung des humanitären Völkerrechts
Authors: Spitra Sebastian
Published: March 2022

Man findet selten Sammelbände von Tagungen, die ein abgerundetes Ganzes darstellen. Nur allzu oft wirken einzelne Beiträge darin wie verloren und der Bezug zum Thema erschließt sich nicht ohne Weiteres. Annette Weinke und Leora Bilsky ist jedoch ein kompakter und interessanter Debattenbeitrag gelungen. In ihrem Buch wird auf Grundlage eigener aktueller Forschungen der AutorInnen und kritischer Würdigung der zunehmenden Sekundärliteratur das Thema jüdisch-europäischer Émigré Juristen und Juristinnen im 20. Jahrhundert aufgegriffen. Das Buch reiht sich dabei in eine größere und laufende Diskussion ein, welche den Einfluss persönlicher konfessioneller oder kultureller Prägungen auf das Recht und seine wissenschaftliche Bearbeitung ausmisst. Dies erfüllt, wie James Loeffler in seinem Beitrag nebenbei erwähnt, auch die Aufgabe, Ansätze der biographischen Forschungen für die Rechtsgeschichte zu popularisieren.
Poznámky k zoskupovaniu slimáka záhradného Helix pomatia [Comments on the aggregation behaviour of the Roman snail (Helix pomatia)]
Authors: Jarčuška Benjamín , Jarčušková Danková Lucia
Published: March 2022

In this paper we report an observation of an interesting behaviour of the Roman snail Helix pomatia. Two groups of several dozens of individuals were found in a beech forest in the Veľká Fatra Mts. (Central Slovakia) on May 2014. Both sites had an open tree canopy with sparse and low herbaceous vegetation. Approximately 25–35 individuals per 20–30 square meters were found there, while several pairs of them were attached with their feet together. This observation brings several questions related to species behaviour and reproductive strategy.
Malakofauna mokradí Bielych Karpát [Wetland molluscan fauna of the White Carpathian Mts. (Slovakia)]
Authors: Holienková Barbora , Čačaný Juraj
Published: March 2022

A malacozoological survey of the molluscan fauna in 21 selected wetland habitats was carried out in the White Carpathian Mts. in 2010–2014. In total, 66 species of gastropods (5 aquatic) were confirmed at the surveyed sites. Viable populations of two species of European importance were confirmed (Vertigo moulinsiana and V. angustior).
Beauty as Propaganda
Authors: Gooding-Williams Robert ,   University of Arkansas Press
Published: March 2022

This paper considers W.E.B. Du Bois’s short story, “Jesus Christ in Texas,” in the perspective of his analysis of the concept of beauty in Darkwater (1920); his exposition of the idea that “all art is propaganda” in “Criteria of Negro Art” (1926); and his moral psychology of white supremacy. On my account, Du Bois holds that beautiful art can help to undermine white supremacy by using representations of moral goodness to expand the white supremacist’s ethical horizons. To defend this thesis, he relies on an image of “the cross and the lynching tree” to revise imagery that he draws from Albrecht Dürer’s 1504 painting, “The Adoration of Kings.”
Relações de poder e arte-educação
Authors: Gusmão Roney
Published: March 2022

Os regimes de poder imbricados na profusão de imagens no cenário contemporâneo acabam requerendo uma postura mais ativa por parte de arte-educadores no sentido de reclamar seus dizeres e tensionar seus discursos. Assim sendo, a memória e o corpo insurgem como instâncias oportunas para rasurar os essencialismos herdados da modernidade, evidenciando outros modos de ressignificar o trânsito de significados a partir de muitas racionalidades que coexistem no campo simbólico. Destarte, proponho uma análise epistemológica sobre poder-saber, corpo e memória, visando contribuir com problematizações em torno do papel da arte-educação na sociedade pós-moderna.
Problematizando gênero a partir da arte: ações educativas para o combate a discriminações e violências contra mulheres
Authors: Santos Junior Jocy Meneses dos , Silva Jarlisse Nina Beserra da
Published: March 2022

As mulheres são vitimadas por inúmeras discriminações e violências em nossa sociedade. Desse modo, é imprescindível a construção de estratégias de sensibilização da sociedade a respeito desses problemas, as quais podem contribuir para a transformação de mentalidade necessária ao efetivo enfrentamento deles. A partir da problematização da arte e de sua história, delineamos e executamos ações educativas com os objetivos de estimular uma postura reflexiva e crítica acerca das relações de gênero e incentivar o repúdio e o combate às discriminações e violências contra mulheres. Essas ações foram concebidas de modo a elucidar, a partir da discussão sobre obras, artistas e o sistema da arte de modo geral, que preconceitos, assimetrias e violências de gênero foram tanto banalizadas e reforçadas quanto expostas e combatidas por meio da arte no curso da história. Os relatos de participantes dessas ações evidenciam que as problematizações propostas despertaram novos modos de ver, fomentando importantes reflexões e discussões a respeito das estereotipações, exclusões e violências sofridas por mulheres, dentro e fora do campo da arte.
Educação Infantil: O Ensino das Relações Étnicos Raciais
Authors: Bispo Imara Queiroz
Published: March 2022

Esta pesquisa é fruto de uma oficina realizada na Educação Infantil na época em que fui mestranda em Ensino e Relações Étnicos Raciais. Tem como objetivo proporcionar o ensino das relações étnicos raciais, destacando a importância dos/as negros/as na construção da sociedade brasileira para alunas e alunos da Educação Infantil a partir de diálogos decoloniais, utilizando metodologias dialógicas e expositivas. O referencial teórico contemplou discussões acerca de colonização, racismo, identidade racial. Os procedimentos metodológicos adotados consistiram numa oficina realizada no mês de novembro por simbolizar o mês da consciência Negra na Escola Joserinda Pereira localizada no município de Itacaré Bahia. Os dados obtidos indicam a presença do racismo e da ausência de pertencimento identitário. O racismo tem formas e estruturas e ocorre pela ausência de uma educação (de) colonial. Com base nos resultados e discussões apresentadas considera-se a importância do ensino para as relações étnicos raciais durante todo o ano letivo, assim como a formação dos profissionais da educação e família para as relações étnicos raciais.
Artes educadores e a atuação profissional: as linguagens artísticas no fazer docente
Authors: Silva Michael Santos , Bussolotti Juliana Marcondes
Published: March 2022

O presente artigo apresenta dados de uma dissertação sobre as Linguagens da Arte e a docência. Este estudo propõe-se a discutir a complexidade da atuação profissional dos Professores de Arte diante Artes Visuais, Dança, Música, Teatro e Artes Integradas. A coleta de dados, foi efetuada por meio dos procedimentos: questionário e análise documental em consonância com a pesquisa bibliográfica. A análise qualitativa das informações ocorreu a partir de gráficos gerados pela plataforma Google Forms e o software Excel, assim como pelas nuvens de palavras produzidas pelo site Jasondavies. A coleta de informações evidenciou que o ensino de Arte orientado pela lei n° 13.278/2016 apresenta grandes dilema. A respeito da mediação da polivalência das linguagens da Arte, os participantes mencionaram ser possível de modo parcial, mesmo reconhecendo a mediação das Artes Visuais, Dança, Música, Teatro e Artes Integrada como um direito de aprendizagem dos seus estudantes. A implicação deste estudo, foi abranger o impasse da polivalência das linguagens da Arte que se apresenta como uma demanda da Educação e não dos Educadores.
Espacios de confinamiento y liberación en La vida breve de Onetti
Authors: Lubelski Aarón
Published: March 2022

La narrativa del escritor uruguayo Juan Carlos Onetti se desarrolla primordialmente dentro de un entorno urbano que remite a la zona del Río de la Plata. Es en los espacios interiores de ese entorno donde el drama existencial de los personajes cobra su máxima intensidad. Las habitaciones, junto con los espacios sociales y laborales de la ciudad, son testigos de las frustraciones y de la falta de fe de sus personajes, impidiéndoles establecer una vida afectiva estable, y ello en oposición a los espacios externos que sugieren una eventual liberación y el logro de una efímera felicidad. Este artículo analiza la configuración de dichos espacios internos y su interacción con el drama humano de sus personajes, en una de las obras más logradas del autor: La vida breve.
De mu(d/t)ación. Un acercamiento a los “epigramas descompuestos” de Mario Martín Gijón
Authors: Śmiłek Ewa
Published: March 2022

Classical literature, regardless of genre, has an influence on even the most recent Spanish poetry. The goal of this article is to show that Greco-Latin heritage is visible also in the works of Mario Martín Gijón (1979), although modified, adapted and (re)created in its own way. The object of this analysis is one of the parts of Latidos y desplantes (2011), the one titled “epigramas descompuestos” (decomposed epigrams). The article attempts to demonstrate that the epigrams that make up this section of the poet's first book are a reinvention of the epigrams of Marcus Valerius Martialis, reflecting the poetics and aesthetics of the Spanish author.

La literatura clásica, independientemente del género, influye incluso en la poesía española más reciente. El objetivo del presente artículo es demostrar que en la lírica de Mario Martín Gijón (1979) se percibe la herencia grecolatina. No obstante, esta queda demudada y apropiada, (re)creada de una manera propia. El objeto del análisis lo constituye una de las partes de Latidos y desplantes (2011), la titulada “epigramas descompuestos”. Se intenta probar que los epigramas que componen esta sección del primer libro del poeta son una reinvención del epigrama marcialesco, que refleja la poética y la estética del autor extremeño.
Renacimiento, de Javier Moreno: Un humanismo transcultural de pasiones eleusinas
Authors: Del Pozo Ortea Marta
Published: March 2022

Este artículo analiza el poemario Renacimiento del poeta español Javier Moreno (Editorial Icaria, 2009) con el objetivo de demostrar que esta poética, aunque plenamente anclada en la realidad del siglo veintiuno, navega tiempos y espacios para poner en paralelo la sociedad contemporánea con los rituales órficos de renacimiento de la antigua Eleusis. Basado en el concepto de un nuevo humanismo transcultural, este trabajo pone en relieve, entre otras, las conexiones de talante filosófico, geopolítico o tecnológico entre un pasado mítico y nuestra sociedad contemporánea. En última instancia, se defiende que Renacimiento se trata de una apuesta poética que retoma antiguas mitologías eleusinas para reactivar su operación en el escenario digital y sociocultural contemporáneo, uno donde, según el el filósofo francés Michel Maffesoli, «la mística y la tecnología se unen en un mixto sin fin».
“Beauty is truth”: Carlos Clementson, traductor de los románticos ingleses
Authors: Torralbo Juan de Dios
Published: March 2022

This paper examines the translations of the English Romantics by the Cordoban poet Carlos Clementson, who put works by these eight poets into Spanish: William Blake, Robert Burns, William Wordsworth, Samuel Taylor Coleridge, Joseph Blanco White, Lord Byron, Percy Bysshe Shelley and John Keats. For their study, the analysis models proposed by James Holmes (1970) and Armin Paul Frank (1990) are applied, with the aim of exploring not only morphosyntactic and semantic correlations between the original texts and their translations, but also the prosodic patterns of the target texts with respect to the external form of the source texts. In addition, in order to draw contrasts and to enrich the work, other translations of the same poems are cited, by Alberto Lista, Marià Manent, Ángel Rupérez, Antonio Ballesteros González, Santiago Corugedo, José Luis Chamosa, José María Valverde and Leopoldo Panero.

Este capítulo investiga las traducciones de los románticos ingleses realizadas por el poeta cordobés Carlos Clementson, las cuales proceden del legado de estos ocho autores: William Blake, Robert Burns, William Wordsworth, Samuel Taylor Coleridge, Joseph Blanco White, Lord Byron, Percy Bysshe Shelley y John Keats. Para su estudio, se aplican los modelos de análisis propuestos por James Holmes (1970) y Armin Paul Frank (1990) con el objetivo de explorar no solamente las correlaciones morfosintácticas y semánticas, sino también los esquemas prosódicos de los textos meta respecto a la forma externa de los textos fuente. Asimismo, por razones de contraste y para enriquecer el trabajo, se aportan otras traducciones de los mismos poemas realizadas por Alberto Lista, Marià Manent, Ángel Rupérez, Antonio Ballesteros González, Santiago Corugedo y José Luis Chamosa o José María Valverde y Leopoldo Panero.
Trilce, con desparpajo y en comunión: La celebración del cuerpo y de los afectos
Authors: Chen Sham Jorge
Published: March 2022

Trilce, in that verbal game and visionary images charged with a strangeness, makes language into a celebration of the word, just as the avant-garde intended, and presents us some key poems for the disruption of desire and the search for the female body. Poems like the “IX”, the “XIII” mark this ascent of a loving invitation that begins in the body, so that others like the “XV” establish the place of “love bed” and end in “XLV” in a praise of space for coexistence and affection. This work will develop this itinerary that, strategically, marks the placement of the poems within the collection as progression and desire.

Trilce, en ese juego verbal y de imágenes visionarias cargadas de un extrañamiento, hace del lenguaje una celebración de la palabra, tal y como pretendían también las vanguardias, y nos presenta unos poemas claves para el trastocamiento del deseo y la búsqueda del cuerpo femenino. Poemas como el “IX”, el “XIII” marcan este ascenso de una invitación amorosa que comienza en el cuerpo, para que otros como el “XV” establezca el lugar de “lecho amoroso” y termine en “XLV” en un elogio de espacio de convivencia y de afectos. Este trabajo desarrollará este itinerario que, estratégicamente, marca la colocación de los poemas en la sucesión del  poemario en tanto progresión y deseo.
Poema XXXV: Mujer y tiempo en Trilce
Authors: Muñoz Carrasco Olga
Published: March 2022

Este ensayo pretende abordar el poema XXXV de Trilce para establecer conexiones con otros del mismo libro y detectar la confluencia de ciertos elementos que cobran relevancia unidos: el protagonismo femenino, la presencia del cuerpo, la activación del tiempo y el carácter ritual de las escenas poetizadas. En TXXXV vemos cómo el encuentro con la mujer, mencionado de forma literal al comienzo, actúa como detonante de un tiempo que se impregna de ritualidad, y este fenómeno se extiende a otros muchos versos trílcicos, entre ellos los dedicados a la ceremonia del almuerzo con la madre o la amada.
Ver con “los ojos de la mente”: El extraño caso de Javier Marías
Authors: Candeloro Antonio
Published: March 2022

Reseña del libro El discurso interior en las novelas de Javier Marías. Los ojos de la mente de Carmen María López López (Leiden-Boston, Brill, 2021).
Heterogeneous multiplication factors promote the evolution of cooperation in public goods game on hypergraphs
Authors: 陈蔚颖  , 潘建臣  , 韩文臣  , 黄昌巍
Published: March 2022

In recent years, the effects of spatial structure and social diversity on the evolution of cooperation have been attracted great attention. Both of them have been verified to play a nontrivial role in the emergence and maintenance of cooperation among selfish individuals. And most previous evolutionary game dynamics are based on pairwise interactions. However, interactions can often take place within groups of people in many real situations and cannot be described simply by dyads. While the dynamics of evolutionary games in systems with higher-order interactions have not yet been explored as deserved. In this paper, we introduce heterogeneous multiplication factors into the spatial public goods game to investigate the cooperative behaviors on the hypergraphs. In addition to the original model in which all groups have the same multiplication factor, three types of heterogeneous multiplication factor distributions including uniform, exponential and power-law distributions are considered. The numerical simulation results show that, the increase of the order $g$ of the uniform random hypergraphs is conducive to the emergence and prosperity of the individuals' cooperative behavior no matter what types of the distributions are. Furthermore, compared with the results of the original spatial public goods games on hypergraphs, the heterogeneous multiplication factors following three different distributions can remarkably promote the evolution of cooperation. In particular, for most ranges of the average rescaling multiplication factor $r_0$, the highest cooperation level can be obtained under the power-law distribution, while the uniform distribution induces to the lowest enhancement. We provide an explanation through investigating the number of cooperators in each group. In addition, to probe into the essence that influences the survival of cooperative behaviors, we have studied the time series of the fraction of groups with different numbers of cooperators. Besides, we also study the impact of the number of hyperlinks on the evolution of cooperation. We find that the results are robust against the number of hyperlinks $L$, and the emergence of cooperative behaviors in public goods games on hypergraphs is hindered with increasing of $L$. To some extent, these results are helpful for better understanding the evolutionary dynamics of the spatial public goods games on hypergraphs with social diversity.
One-dimensional structures in nanoconfinement
Authors: Chang Jing , Chen Ji ,   School of Physics, Peking University, Beijing 100871, China
Published: March 2022

Exploring the structure of low-dimensional materials is a key step towards a complete understanding of condensed matter. In recent years, owing to the fast developing of research tools, novel structures of many elements have been reported, revealing the possibility of new properties. Refining the investigation of one-dimensional atomic chain structures has thus received a great amount of attention in the field of condensed matter physics, materials science and chemistry. In this paper, we review the recent advances in the study of confined structures under nanometer environments. We mainly discuss the most interesting structures revealed and the experimental and theoretical methods adopted in these researches, and we also briefly discuss the properties related to the new structures. We particularly focus on elemental materials, which show the richness of one-dimensional structures in vacuum and in nanoconfinement. By understanding the binding and stability of various structures and their properties, we expect that one-dimensional materials should attract a broad range of interest in new materials discovery and new applications. Moreover, we reveal the challenges in accurate theoretical simulations of one-dimensional materials in nanoconfinement, and we provide an outlook of how to overcome such challenges in the future.
Real Player Manifesto
Authors: Charmante Marguerite
Published: March 2022

The Ludic Society manifesto briefly introduces several ideas around the named international association of game researchers and practitioners. The Neo-?pataphysical conceptions allows new formats for the investigation of digital games as cultural phenomenon and artistic practice. The ludic field covers topics of Real Play and uselessness in techno Toy objects. In the nascent discipline Ludics an investigator of games applies poetic practices of games and play as method of research. The research field of Ludics introduces the notion of “Real Players”, who are gaming inside the best game engine we know, the “Reality Engine”. The ludic researcher emerges as penseuse maudite, as wicked severe thinker, a bon mot which Deleuze originally had attributed to Nietzsche (1965). This discourse-theoretical framing drives towards Nietzsche's vibrant dictum of a ”gay science,” in playful formats as aphorisms and poetry (transferred out of the sphere of computer games into real life), in setups which I call Real Playing, which is distinct from Real Gaming, which normally addresses the phenomenon of incorporating computer games in real life. The Real Play highlights a certain social life and, as a mediated art, employs a game with a Real Gamer constraint, a bondage as its own rules of play. The willing acceptance of this constraint is not a limitation, but an intentionally chosen poetic rule of play in Ludics or in German´Ludistik´ (Jahrmann, 2005).
‘Translating Narrative into Code’ – Thoughts on a Technology-Centric Model of Digital Games as Programmable Media
Authors: Werning Stefan
Published: March 2022

The current surge of game studies literature demands a scrutinizing look at the solidifying positions within the German and international discourse and the opportunities of finding a common vocabulary and adequate set of analytical tools.
In order to arrive at an integrative model of analysis, the intricate interplay of narrative and game mechanics (narratology vs. ludology) is considered from a comparative perspective and thus demystified. Consequently, a new model based on programming theory (object-oriented narrative) is proposed which takes into account elements of psychology, narratological concepts derived from film- and literature studies and cultural studies approaches leading to a ‘close reading’ of games.
The article is based on the assumption that computer- and videogames recode the act of ‘reading’ games as texts into a mode of ‘text-processing’ and thereby fundamentally modify the parameters of our cultural appropriation and media literacy.
The model proposed herein shall then be tentatively applied to the complex re-staging and re-examination of ‘the real’ in a wide range games from Wonderland to Enter the Matrix.
Electroplankton revisited: A Meta-Review
Authors: Pichlmair Martin
Published: March 2022

When it was released, Electroplankton was avant-garde. Today it looks more like a tame specimen of the wave of non-games, music-games and art games that washes over the gaming market. This review reflects on changes of the landscape of gaming ocurring with and after the release of Electroplankton tracing them in the way the game was received by game critics.
Theorizing gender and digital gameplay: Oversights, accidents and surprises
Authors: Jenson Jennifer , De Castell Suzanne
Published: March 2022

This paper attempts to tell a story of a different kind about gender and digital gameplay. Resisting the repetition of stereotypes about who plays, how and why, we show how, as researchers, our own assumptions and presumptions about gender keep surprise at bay, enforcing instead "findings" that solidify an inner "truth" about gender. Re-citing hegemonic gender ideologies that tell us nothing we don't already know, we argue here, is no accident. Rather than recurring encounters with the all-too-familiar, we are entitled to expect to be surprised by the research we do, and more serious interpretive work, in conjunction with alternative methodologies, promise very different findings than those hitherto attributed to women and girls playing games.
Video Game Play Effects on Dreams: Self-Evaluation and Content Analysis
Authors: Gackenbach Jayne Isabel , Kuruvilla Beena
Published: March 2022

Recent dreams were collected over a year’s period from college undergraduates.  In addition to providing self-evaluations of the dreams, participants were also asked to answer a variety of media use questions. These were both in terms of their media use the day before the dream and in terms of their historical media use with the most interactive and absorbing media available today, video games.  High-end gamers’ dreams were content-analyzed using the Hall and Van de Castle system.  These were compared to dreams from a similar population that were collected by interview but were not necessarily recent. There was some replication and some differences in these two different dream samples from individuals with the same gamer history. The second analysis examined day before electronic media use more specifically by loading all the gamer history and media use information with two types of dream variables: sum scores from the Hall and Van de Castle scale and self-evaluations of the dream. Seven of nine factors loaded some combination of media and dream content. This study further supports the idea that general electronic media use and game play in particular are affecting how we process and store information by demonstrating changes at the source of such processes, in dreams.
Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games.
Authors: Veugen Connie , Quérette Felipe
Published: March 2022

In this article we examine location, space and spatial representation in two classic adventure games belonging to the same game series: Gabriel Knight Sins of the Fathers, a one screen at a time point-and-click adventure and Gabriel Knight Blood of the Sacred Blood of the Damned, a 3D game. Our aim was to see if the changes in the audiovisual representation of the gamespace in the 3D game would affect gameplay or whether gameplay and representation are independent entities, as some researches have proposed. What we found was that location and space are experienced differently in the 3D game. Furthermore we found that players of the game series had to learn a new visual grammar to bring the 3D game to a successful end. We will therefore propose that gameplay and the representation of gamespace are linked; perhaps even to such an extent that some types of games benefit from a particular audiovisual representation.
Notes on the Biographical Meaning of Games and Online-Games
Authors: Meister Helle , Herlyn Gerrit
Published: March 2022

The usual stereotype of the player of video games is that as young and male. That players become older and video games abide in peoples´ lives is still a new perspective on video games. This is the starting point of our research project “Cultures of gaming. Towards the biographical meaning of games and online-games” which focuses the meaning of games and video games in a biographical viewpoint. We are comparing the experiences and reflections in different age groups with a main focus on players that are approximately 60 years or older. By using the method of biographical interviews we are centring the context between play, video games, the use of technology and the life story. In our lecture we discuss some results of the analysis of the biographical interviews. First we point out the role of the different modes of speaking about games by showing some typical patterns that were frequently used by the interviewed persons by talking about games. The second top is about the relation between games and biography showing some examples how games become important for life history. The third point deals with the different evaluations of games and the preferences that were expressed by the interviewed persons. In a final step we ask in how far the adoption of technology plays an important role - especially for older people - for their open-mindedness towards video games.
I HEART LocoRoco – a reading of a gameplay experience
Authors: Westecott Emma
Published: March 2022

In the diverse landscape of modern gaming it is rare to find specific games that are universally described in affectionate terms. Allegiances to form and genre identify the various tribes and often the divide between gaming sub-cultures runs deep. Passionate players pride themselves both by the longevity of their status and via signifiers of skill acquired. These traits typify what has become known as the “hardcore” player; in popular gaming culture the hardcore is often positioned contra the “casual” player with hours and type of game played as the main criteria for qualification. However these terms are ludicrous at best and fall short in describing the multitude of people who play digital games. The following is focussed on one particular Sony PSP game franchise that has received widespread critical acclaim, LocoRoco. This is a 2D platform game initially released in Europe in Summer 2006 and although it has not gone platinum  this title got to No 5 in the UK Charts and has won 2 BAFTA’s for character design and children’s game in 2006. LocoRoco 2 was released in the U.K. in November 2008. Sony’s Tsutomu Kouno, the Director of LocoRoco, has stated that one of his design intentions was to make a game that appealed to those who didn’t normally play games (Kouno, 2006). This statement is key in my selection of this game. As a hugely lucrative yet nascent industry, it is of interest to study the ways in which commercial developers attempt to attract new players to part with their hard-earnt entertainment dollar. My investigation looks to explicate game design decisions that entice a player into dialogue with the ongoing game experience. I will look at issues including pleasure and seduction within the action and reward cycle inherent to gameplay.
Pure Hardcore? wipEout HD and current game design
Authors: Kayali Fares
Published: March 2022

This review highlights the changes made for the futuristic racing game Wipeout HD. Once deemed a hardcore game the Wipeout series has since broadened its appeal. The game's state of the art audio integration and the subtle changes to its gameplay are highlighted in the context of contemporary game design.
Fahrenheit and the premature burial of interactive movies
Authors: Lessard Jonathan
Published: March 2022

Interactive movies have the bad reputation of combining the worst of cinema and video games. The success of the game Fahrenheit (released in North America as Indigo Prophecy) in 2006 might lead us to reevaluate this failure. This articles argues that this game can be considered an updated form of interactive movie and discusses some of this genre's characteristics that are still relevant and attractive today: artistically motivated mise-en-scène and rich storytelling.
Playing with one’s self: notions of subjectivity and agency in digital games
Authors: Charles Alec
Published: March 2022

This paper explores the ways in which the experience of participation or interactivity in digital games may influence or reinvent the player’s ideological subjectivity. It offers an application to video game analysis of the theoretical perspectives of Jean Baudrillard, Roland Barthes, Louis Althusser, Theodor Adorno, Walter Benjamin and Slavoj Žižek, and thereby suggests that the simulated realities of commercial digital games cultures offer an illusion of agency or co-authorship which, in common with similar illusions promoted by parallel manifestations of industrial mass culture, may foster a critical complacency which permits the inscription of their consumers within virtually invisible ideological perspectives.
Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War
Authors: Baron Jaimie Rachel
Published: March 2022

Historical videogames offer the promise of a new relationship between the reader of history and the account of an historical event, potentially transforming the “reader” of history into the active “user” or even “maker” of history. Indeed, the concept of historical videogames suggests that the user may play an active part in the construction of historical narratives and, thereby, in the implications of these historical events for the present. In this paper, I examine the appropriation of indexical archival documents into two instances of what I call “digital historicism” – the videogame Call of Duty: World at War (Activision, 2008) and the database narrative Tracing the Decay of Fiction: Encounters with a Film by Pat O’Neill (Pat O’Neill, Rosemary Comella, and Kristy H.A. Kang, 2002) – and their respective historiographic effects. I argue that the appropriations of indexical archival footage in each of these two digital media works produce in the user a phenomenological experience of the documentary “real,” but at the same time shape and limit the meanings that may be attributed to this footage. Indeed, I suggest that Call of Duty, while at the cutting edge of game design, imports and reinforces a conservative and even reactionary historiographic model into the emergent genre of digital history. Moreover, I argue that although Tracing the Decay of Fiction offers a less teleological and more open-ended encounter with the historical past, it is precisely its lack of a singular narrative that may ultimately (and paradoxically) undermine the user’s sense of historiographic agency as she is confronted with the unruly indexical traces of the past.
Game Characters as Narrative Devices. A Comparative Analysis of Dragon Age: Origins and Mass Effect 2
Authors: Jørgensen Kristine
Published: March 2022

This article presents a comparative analysis of how characters are used as narrative tools in Bioware’s computer role-playing games Dragon Age: Origins (2009) and Mass Effect 2 (2010). The analysis aims to demonstrate how sophisticated narrative features can be integrated in gameplay through the development of interesting characters. Using a comparative analysis, the author shows that the two games’ have different approaches to using characters as narrative tools within the same genre, while also incorporating these narrative features tightly into gameplay. Central to the argument is the idea that presenting the player as protagonist is not necessarily the most fruitful approach to narrative experiences in games, and that narrative coherence may be better established and maintained through letting non-player characters carry the weight of narrative progression.
Planets as small as your house. A review of Super Mario Galaxy
Authors: Meintema Ruben Aize
Published: March 2022

This article reviews the 2008 Wii game Super Mario Galaxy from a ‘literary,’ cultural, and aesthetic perspective. It will be argued that fictional spaces are able to afford experiences of intimacy and security, in literature as well as in video games. The game will be compared on this point with the children’s book Le Petit Prince by Antoine de Saint-Exupéry, and similarities in spatial make-up will be shown. In the end, it will be stated that although the spatial structure is similar to the book, and innovative with regard to the history of spatial representations in video games, the emotional content of the book is substantially deeper than that of the video game.
The Performance of Gameplay: Developing a Ludoliteracy
Authors: Davidson Drew
Published: March 2022

The best way to understand a game is to play it, as the playing of video games is a performative experience. This short essay explores the idea of performance and gameplay and how they relate on various levels. It is through performance that we develop a ludoliteracy and become well versed, or well played, in understanding of games.
The Role of Fantasy in Video Games: A Reappraisal
Authors: Murray Liam , Maher John
Published: March 2022

The majority of videogames as they are currently constituted seem to display a mechanistic repetitiveness in conception, development and production. A creative shallowness in games, a lack of innovation, and a tendency to clone successful titles, are in part attributable to the hegemonic control exerted by game producers.  This situation persists despite the intense frustration from the creative talent within the industry: “design documents are worked out by the marketing department; effectively as an artist or programmer you do what you’re told” (Wade 2007, p.687). This article approaches Fantasy as an underlying structuring element capable of energising the creative evolution of video games. Fantasy is interpreted as persisting throughout all game forms, and not confined to its own recognisable genre.
Objects of Desire - A Reading of the Reward System in World of Warcraft
Authors: Larsen Lasse Juel
Published: March 2022

This article presents a reading of the reward structure in World of Warcraft (WoW) that draws upon Jacques Derrida’s philosophy, especially his notion of différance. In the reading, rewards are regarded as signs, based on Charles. S. Peirce’s semiotic theory, where the triadic model of the sign is considered to be embedded in infinite semiosis. The dominant analytical perspective is player-centric. Based on a combination of Peirce’s semiotics and Derrida’s philosophy of différance, this article intends to investigate the implicit and explicit correlation between différance, desire and game structure in WoW. Furthermore, it studies how connections between rewards as sign, signs as objects of desire and the paradox of desire create a complex reward structure and multilayered vortex in which players easily lose themselves. The articles point of departure is a scene from classic WoW. It constitutes the principal material used in the analysis
Teaching Serious Issues through Player Engagement in an Interactive Experiential Learning Scenario
Authors: Schoenau-Fog Henrik
Published: March 2022

In order to inform about a serious subject concerned with the tragic consequences of being a victim of war in an interactive narrative game-like experience, it is essential to design a scenario which engage the participants despite the grave content. This paper thus focuses on how player engagement and playfulness can be applied to drive participants through a non-pleasurable experiential learning scenario in order to communicate serious topics. By investigating the concept of engagement in games, a framework of player engagement will be described. The framework has been used in a case-study to aid the design of an application – the “First Person Victim” – which is intended to be used in combination with an in-class discussion in order to address the serious topic. An evaluation of the scenario indicated that theme related feelings like hopelessness, fear, loneliness, and chaos are experienced by engaged participants and that there is a potential for using the scenario as a tool in teaching.
Designscape – A Suggested Game Design Prototyping Process Tool
Authors: Manker Jon
Published: March 2022

In this work the prototyping process of game design is analysed and a model, the designscape, is suggested. The analysis is based on empirical data consisting of interviews with game designers; at leading positions in ten game companies and at two educational programs focusing on game design. The prime perspective presented as basis for the model is rhetoric in relation to the prototyping process. The intended value of the designscape is to provide deepened information and knowledge about the design process.
The Winding Road to Discovery: A Review of Gaming Matters: Gaming Matters: Art, Science, Magic, and the Computer Game Medium
Authors: Holmes Virginia F.
Published: March 2022

In this review of Ruggill and McAllister's Gaming Matters: Art, Science, Magic, and the Computer Game Medium, I seek to locate their argument within the larger framework of the game studies medium, specifically in that sparsely populated space between macro- and micro-focused game scholarship. This reviewer sees this book as a welcome and needed exploration of the computer game medium and the vast and various artifacts that are part of that medium. Though like so many attempts to define and taxonomize that have come before, Gaming Matters cannot place the computer game medium within a solid construction because of the fluidity and magic inherent to the medium. Despite this, Ruggill and McAllister through their whimsical and multidisciplinary approach offer a comprehensive and intriguing look at the computer game medium that is often forsaken in games research in favor of its larger and smaller constituent parts.
Introduction: Ludic Seriality, Digital Seriality
Authors: Denson Shane , Jahn-Sudmann Andreas
Published: March 2022

Special issue on Digital Seriality.Please click on the links below for HTML or PDF versions of the introduction.
From NES-4021 to moSMB3.wmv: Speedrunning the Serial Interface
Authors: LeMieux Patrick
Published: March 2022

Although play is irreducible, games repeat. Beyond the serial repetition that characterizes industrial forms of mechanical reproduction like newspapers, comics, novels, and films, in the case of videogames the microtemporal speed of serial interfaces and massive scale of serial distribution operate both below and above the horizon of conscious experience. As such, the serial operations of videogames structure, enclose, and ultimately alienate the technical processes of play from the conscious knowledge of the player. In their essay, “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games,” Shane Denson and Andreas Jahn-Sudmann characterize the diachronic sequencing of serial interfaces and synchronic consumption of videogames as “digital seriality.” This essay explores digital seriality through the history and practice of tool-assisted speedrunning, a form of metagaming that stages a ludic intervention at the level of serial interfacing and subsequently disrupts the collective serialization of videogames as a mass medium. From the operations of the NES-4021, a parallel-to-serial shift register that governs controller input in Nintendo Entertainment System, to the history of moSMB.wmv, an early speedrunning video by Morimoto that went viral in 2003, tool-assisted speedruns transform twitch-based platform games into turn-based puzzles and single player experiences into massively multiplayer online games by playing the serial interface.
“Did you shoot the girl in the street?” – On the Digital Seriality of The Walking Dead
Authors: Sulimma Maria
Published: March 2022

With the Walking Dead game series, I tackle a very extensive and rich material in this paper and show how digital seriality accounts for very specific practices of production, reception, as well as game-play. The first section focuses on the inter-ludic seriality of the game’s release and structuring as reminiscent of TV series (seasons, episodes, “previously on”) as well as the comic book-aesthetic and transmedia storytelling as para-ludic seriality. The game series employs different strategies of transmedia storytelling to position the game within the crossmedia franchise of The Walking Dead. Besides inviting comparison of the different protagonists or “cameos” by established characters, the game series also explores themes like parenting/childhood or the handling of injury in a media specific manner. Gender and race play a particular role concerning the theme of parenting. The first section of the paper touches on intra-ludic seriality and the importance of relating game experiences to a collective of other gamers to provide a self-aware pleasure in variation as well as the game’s mechanics. In the game’s playing statistics as well as in “meta-moments”, practices of individuality and collectivity are enabled through the game’s operational aesthetic as well as gamers’ serial appreciation of variation as a narrative outcome of the choices made.