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Text Content

GAME STUDIES

volume 23 issue 3 December 2023 ISSN:1604-7982
the international journal of
computer game research
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The International Journal of Computer Game Research

Our Mission - To explore the rich cultural genre of games; to give scholars a
peer-reviewed forum for their ideas and theories; to provide an academic channel
for the ongoing discussions on games and gaming.

Game Studies is a non-profit, open-access, crossdisciplinary journal dedicated
to games research, web-published several times a year at www.gamestudies.org.

Our primary focus is aesthetic, cultural and communicative aspects of computer
games, but any previously unpublished article focused on games and gaming is
welcome. Proposed articles should be jargon-free, and should attempt to shed new
light on games, rather than simply use games as metaphor or illustration of some
other theory or phenomenon.



Game Studies is published with the support of:

The Swedish Research Council (Vetenskapsrådet)

The Joint Committee for Nordic Research Councils for the Humanities and the
Social Sciences

Blekinge Institute of Technology

IT University of Copenhagen

Lund University

If you would like to make a donation to the Game Studies Foundation, which is a
non-profit foundation established for the purpose of ensuring continuous
publication of Game Studies, please contact the Editor-in-Chief or send an email
to: foundation at gamestudies dot org
The Ontology of Game Spatiality

by Frederik Bakkerud

This article builds on the cybermedia model to posit a specialised, four-layered
framework of game spatiality comprising representational, mechanical, material
and player levels. In principle, this ontology allows for the analysis and
comparison of vastly different game systems, even those upheld entirely by the
players themselves. [more]
Unexceptional Consoles

by Alex Custodio, Michael Iantorno

This article proposes the study of unexceptional consoles -- devices that have
been relatively uncelebrated by either the public or the academy and thus sit
outside the standard canon of game history. [more]

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Playing Games with Gadamer: Language for the Player and Protagonist’s
Interpretive Journey

by Eoghain Meakin, Brian Dixon, Murat Akser

This article posits using Hans-Georg Gadamer’s terminology when discussing the
player’s interpretive journey. In contrast to other game studies research using
hermeneutic approaches, this article focuses on specific key terms from
Gadamer's work to analyze PlatinumGames’ NieR: Automata (2017). [more]
Imagining Latin America: Indigeneity, Erasure and Tropicalist Neocolonialism in
Shadow of the Tomb Raider

by Yoel Villahermosa Serrano

This article examines the neocolonial portrayal of Latin America in video games,
focusing on titles like Shadow of the Tomb Raider. It explores the problematic
use of Indigenous figures and the perpetuation of "white savior" archetypes.
These depictions reinforce damaging stereotypes, erasing cultural nuances that
foster internalized colonization. [more]

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REVIEW

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Review: Player vs. Monster: The Making and Breaking of Video Game Monstrosity

by Paul Martin

Player vs. Monster: The Making and Breaking of Video Game Monstrosity (2023) by
Jaroslav Švelch. Boston, Massachusetts: The MIT Press. ISBN: 9780262047753. pp.
240. [more]
Review: Arcade Britannia

by Jaakko Suominen

Arcade Britannia: A Social History of the British Amusement Arcade (2022) by
Alan Meades. Boston, Massachusetts: The MIT Press. ISBN: 9780262544702. pp. 336.
[more]

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Review: Game Animals: Video Games and Humanity

by Hanna Wirman

Game Animals: Video Games and Humanity (2022) by Tom Tyler. Minneapolis,
Maryland: University of Minnesota Press. ISBN: 9781517910198. pp. 248. [more]

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©2001 - 2023 Game Studies Copyright for articles published in this journal is
retained by the journal, except for the right to republish in printed paper
publications, which belongs to the authors, but with first publication rights
granted to the journal. By virtue of their appearance in this open access
journal, articles are free to use, with proper attribution, in educational and
other non-commercial settings.