Video Gaming, Let's Plays, and Religion: The Relevance of Researching gamevironments
Inaugural Issue
| Authors: | ; ; |
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| Format: | Electronic Article |
| Language: | English |
| Check availability: | HBZ Gateway |
| Interlibrary Loan: | Interlibrary Loan for the Fachinformationsdienste (Specialized Information Services in Germany) |
| Published: |
[2014]
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| In: |
Gamevironments
Year: 2014, Volume: 1, Pages: 1-36 |
| Online Access: |
Volltext (kostenfrei) Volltext (kostenfrei) |
| Summary: | Inaugural Issue Many games "play" with religious symbols or construct symbolic universes to be understood as "religioscapes". It is not surprising that a lot of research from the narrative perspective focuses on game design and how religious symbols are transferred as well as transformed within the game. The crucial question, however, is this: are these symbols relevant to the gamers or do they just serve as decorative framing? The article discusses gamevironments as an analytical concept based on the actor-centered approach, which integrates the analysis of the game narratives with a view to combining the narrative and the ludic approaches. Thus, "games/gaming" - "environments" - in short gamevironments - comprises two levels: the technical environment of video games and gamersas well as the cultural environments of video games and gaming.The article deals with a specific example of what is one part of gamevironments. One new "environment" of games are the so-called "Let's Plays" - increasingly and widely popular self-recorded gaming videos in which the respective gamers, the "Let's Players", comment on their journey through the game as well as on various aspects of it. |
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| ISSN: | 2364-382X |
| Contains: | Enthalten in: Gamevironments
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| Persistent identifiers: | URN: urn:nbn:de:gbv:46-00104169-12 |



