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    This article examines the rich historical subtext in the future-focused storylines of Quantic Dream’s 2018 release Detroit: Become Human (PS4) and illuminates many of the thematic continuities in racial issues between the past and the future. Much of the subtle historical symbolism appears to have went unnoticed by many reviewers who maligned the videogame and its creator David Cage for relying on lazy tropes that clunkily connect the African American civil rights movement to the narrative of woke androids engaging in a struggle for greater equality in society. Following scholarship that has examined the development of racialized thought in the past, this essay recognizes “race” as a powerful, yet malleable social construct, that sometimes changes over time. Racial concepts in the game do not perfectly align with historical or contemporary understandings of “race” in the United States. Androids, in short, all belong to the same “race.” This article then contends that the storylines of all three playable characters in the game resonate with well-crafted historical parallels and that the narrative geography in the gameworld often closely tethers to the historical geography of Detroit. The characters Markus, Connor, and Kara have intertwining stories that represent different elements of minority life in the United States with the clearest parallels to the historical experience of African Americans. Detroit: Become Human, nonetheless, is a science fiction game about androids. Framing the struggle for equal rights in the future with a group of beings that do not yet exist has the potential to disarm gameplayers of latent biases that may otherwise color their view of contemporary racial issues. The article asserts that the wedding together of past and future through experiential gameplay nurtures an empathic understanding of minority concerns that may carry over to the present to impact understandings of contemporary racial issues

    La culture vidéoludique au Québec: Le besoin d’une histoire du jeu, de ses pratiques et de ses discours

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    How are video games discussed through time in the Belle Province? Do Quebecers share a common and specific video game culture? We try to answer those two questions in this paper through an analysis of Bibliothèque and Archives nationales du Québec (BAnQ) catalogue. We compiled and analyzed a variety of discourses created and presented by (and for) Quebecers between 1978 and 2018. As we talk about different trends animating discourses on video games, we also discuss the limitations of BAnQ’s catalogue and the state of video game preservation in Quebec. We focus on a few key items pinpointed during our research at the Collection nationale.Comment parle-t-on des jeux vidéo au fil du temps dans la Belle Province? Peut-on parler d’une culture vidéoludique spécifiquement québécoise? Voilà les deux questions auxquelles nous tentons de répondre dans cet article. Prenant notre départ dans le catalogue général de Bibliothèque et Archives nationales du Québec (BAnQ), nous recensons les documents sur le jeu vidéo, nous attachant aux publications ou discours produits par des Québécois à l’intention d’un public québécois entre 1978 et 2018. Au fil de l’argumentation, nous signalons certaines limites du catalogue de BAnQ, discutons de l’accessibilité à la culture du jeu vidéo au Québec et des problèmes que pose sa préservation, et analysons quelques-uns des documents trouvés par le moteur de recherche de BAnQ

    Europa Universalis IV and Deep Learning: Historical Accuracy, Counterfactuals and Historical Themes

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    This article examines issues encountered with Europa Universalis IV (EUIV) in terms of teaching history in adult learning. The article identifies the educational limitations of the game, as well as the types of history that can be learnt from it. The data collected from participant responses is examined in terms of an ongoing concern regarding the balancing of historical accuracy and gameplay in EUIV. In this discussion about balance, participants raise common concerns about the historical abstraction, historical misinformation and counterfactual elements within EUIV. Nonetheless, the article argues that despite these ahistorical elements, EUIV can still potentially portray many of history’s larger trends and influences. Given the portrayal of these trends in-game, the article examines the pedagogical utility of the game in terms of narrative engagements with history and the promotion of deeper forms of learning

    Pokémon Go as palimpsest: Creating layers of meaning through augmented reality

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    In this paper, I employ the concept of the palimpsest of meaning (Bailey, 2007) to illustrate how Pokémon Go shapes and produces relations to place. Using ethnographic data from student players at the University of Guelph, I demonstrate how augmented reality (AR) gaming constructs a curated layer of place meaning that influences players’ knowledge of, relationships to, and movement through space. In so doing, I argue that we should not ignore the potential of AR technology to influence how we come to know place, emphasizing the impacts that biases, which are coded into this technology, might have on subaltern narratives of place and for marginalized communities

    Adaptations of Empire: Kipling's Kim, Novel and Game

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    This paper addresses the depiction of colonialism and imperial ideologies in video games through an adaptation case study of the 2016 indie role-playing game Kim, adapted from the Rudyard Kipling novel of the same name. I explore the ways in which underlying colonial and imperial ideologies are replicated and reinforced in the process of adapting novel to game. In the process of adaptation, previously obscured practices of colonial violence are brought to the forefront of the narrative, where they are materialized by the game’s procedural rhetoric. However, the game fails to interrogate or critique these practices, ultimately reinforcing the imperial ideological framework in which it was developed

    Not Just a Slice: Animal Crossing and a Life Ongoing

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    This paper defines and examines a genre of videogames I call slice of life and reflects upon the use and appeal of the genre for different audiences. I develop an account of the slice of life genre by defining three critical traits: the mundane activities comprising most of the game time, the normativity of social interactions within the world, and the ongoingness of the game world in the absence of the player. Utilizing a journal and experience-based methodology, I present my own experience with chronic pain and pain management to assess how Animal Crossing: New Leaf, a game that falls into this slice of life category, was useful to me as a disabled player. My analysis not only reveals a connection between my experience in Animal Crossing: New Leaf and pain management, but also offers insight into how the slice of life genre involves different metagames for different audiences. Future work may address more case studies in further development of the slice of life genre as well as how it impacts different audiences

    The Museum and the Killing Jar: How Animal Crossing’s Insects Reveal Videogames’ Object Afterlife

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    Within the Animal Crossing series, players have always had the ability to collect insects and then donate them to a museum where they can then be permanently exhibited. This paper makes the argument that this collecting and exhibiting of game objects works to reflect many of the ways that videogames have begun to take up an increasingly prominent place within real-world institutional exhibitions, archives, and collections. Through a hybrid lens that is equally informed by games preservation, etymology, and art history this essay works to unpack the intricacies of how the museum and collecting function with the Animal Crossing series. This examination of Animal Crossing will then be applied more broadly case studies of two museum exhibitions (the MoMA and the V&A), making the comparative argument that overtly taxonomic methods of display and archiving can work to deaden videogames’ inherently mutable vitality. By speculatively thinking of videogames as things akin to the bugs of Animal Crossing, to be kept alive throughout the archival process rather than dead objects to be preserved, a new, more productive lens of videogame curation can be gleaned

    Portraying Mental Illness in Video Games: Exploratory Case Studies in Mechanics, Interactivity, and Roleplay

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    This exploratory study examines three video games as case studies for how video games may portray mental illness through interactive, non-narrative design features. The analysis not only reports findings but also offers an evaluation for how video games might improve in how they depict mental illness. The games studied are What Remains of Edith Finch, Hellblade: Senua’s Sacrifice, and Doki Doki Literature Club. The analysis identifies how these games use audiovisual styles, control systems, game goals, and procedurality to portray mental illness. A report of the discovered themes precedes a discussion of innovations and weaknesses of those depictions of mental illness

    Review: A Play of Bodies: How We Perceive Videogames by Brendan Keogh

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    Animal Crossing Special Issue Foreword

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    Welcome, dear reader, to this selection of essays on Nintendo’s Animal Crossing series. This was one of those special issues that came into being for the simple reason that both of us felt that we needed it to exist. It involved a lot of hard work and planning on our part, but we were certainly not alone. Our authors, of course, whose pieces are teased in more detail below, all presented us with intriguing, high-quality essays and have diligently polished them to a mirror shine. The sheer quality of this work would of course not have been possible without the efforts of our generous and discerning peer-reviewers. Finally, we would certainly be remiss to not mention the journal itself, without which this project would not even have gotten off the ground. So while this foreword is our chance as editors to throw our voices into the conversations contained within this issue, we wanted to ensure that we acknowledged all the people whose labour made what follows possible since we strongly feel that this has been much more than a pragmatic exercise in producing scholarly deliverables

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