Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games
@article{Caldwell2004TheoreticalFF, title={Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games}, author={Nick P. Caldwell}, journal={Media International Australia}, year={2004}, volume={110}, pages={42 - 51} }
This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultural theory to analyse and explain the…
22 Citations
Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History
- Sociology
- 2018
The genre of history strategy games is a crucial area of study because of what is at stake in the representation of controversial aspects of history in popular culture. Previous work has pointed to…
Games, Claims, Genres, and Learning
- Sociology
- 2009
It is argued that assessment on learning from games needs to consider the specific claims of games, as they interact with genre and content knowledge, and the Technological Pedagogical Content Knowledge (TPCK) framework is offered.
Genre and game studies: Toward a critical approach to video game genres
- Art, Sociology
- 2006
This article examines the notion of genre in video games. The main argument is that the market-based categories of genre that have been developed in the context of video games obscure the new…
Michezo Video: Nairobi’s gamers and the developers who are promoting local content
- Art
- 2017
In Kenya, the rise of digital technologies and related new media, and an infrastructure able to support them, has seen the emergence of a growing local video games industry and a new generation of…
Transhistorical perspective of the puzzle video game genre
- EducationProceedings of the 13th International Conference on the Foundations of Digital Games
- 2018
As video games grow in popularity for academic study there is also a growing need to study them by categories. Many studies focus either on a single (or a few) games or on the medium as a whole.…
War Ethics: A Framework for Analyzing Videogames
- Political ScienceDiGRA Conference
- 2017
This work provides a framework for analyzing and articulating ethical issues and concerns in videogames that feature representations of war based in traditional war ethics and considers the ethical concerns that include when engaging in a war is morally justified and how to wage a war ethically.
Video game values: Human-computer interaction and games
- Art, Computer ScienceInteract. Comput.
- 2007
Repenser l’histoire de la jouabilité : l’émergence du jeu de stratégie en temps réel
- Art
- 2016
This thesis is a reflection on the stakes of a history of the real-time strategy (RTS) genre. The goal is to understand contexts in which RTS makes sense to historicize its emergence and its…
The influence of strategy video game and its background music on cognitive control
- Psychology
- 2017
It has been acutely argued for decades about the exact influences of video games on players. The researchers are also unable to come to an agreement on the effects of video games on cognitive…
Play up! Play up! And Play the Game!
- Sociology
- 2006
This paper is about LANing culture, which is a cultural choice overwhelmingly associated with young males and with the kind of commitment and technological dedication that was first recognised in Kidder’s (1981) work, The Soul of the New Machine.
References
SHOWING 1-10 OF 11 REFERENCES
Trigger happy : the inner life of videogames
- Art
- 2000
A ground-breaking account of the cultural history and impact of videogames, from Pong and Space Invaders to Tomb Raider and Tekken. Videogames are here to stay. It is now more than a quarter of a…
Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games, Internet, Gamasutra
- 2000
Civilization and Its Discontents: Simulation, Subjectivity, and Space, www.duke.edu
- 1999
Meier’s Civilization II, computer software, Microprose
- 1999
Sid Meier's Civilization II, computer software, Microprose. Nunes, Mark
- Cyberspace Textuality: Computer Technologies and Literary Theory
- 1996
Making Sense of Software: Computer Games and Interactive Textuality
- Civilization and Its Discontents: Simulation, Subjectivity, and Space
- 1995
Scopic Regimes of Modernity’, in Hal Foster (ed.), Vision and Visuality, Bay
- 1988
Questions on Geography: An Interview with the Editors of Herodote
- 1980