DiGRA D-A-CH Game Studies Watchlist 🕹
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Join DiGRA D-A-CH Game Studies Watchlist, your weekly cost-free messenger newsletter.
Your host & curator is Rudolf Inderst.
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🔊 AHOI there, game studies operators!

I am writing these lines on the way back to Munich. I'm sitting in an ICE that started in Essen (one of the many German Ruhrpott pearls) and - strangely surprised - I realize that it's Friday and therefore time for another newsletter. The network coverage on the train is - as always - excellent for getting an overview of my channels (why are you laughing so cheekily back there?).

So, let's roll everyone:

"What is it about video games that make them fun? What draws so many of us to our computer screens and keeps us glued there for hours? This year's Missing Link Symposium delved into this very question."

https://youtu.be/t2Juqi5PRYk?si=cNbQlhD-CDztpluV

Please stay healthy everyone!
Cheers, Rudolf


***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

What can I say - it's Tetris ... and I could not resist!

"That's not the Friday I meant!" Right, right, dear readers. I'm writing these lines while traveling, so please excuse the day's delay; but now let's get started. I hope you have recharged your four batteries and made sure you have good light - on the other hand ... oh, you'll see what it's all about.


Studying the production and distribution history of TETRIS offers valuable insights into the intersection of gaming, technology, and global commerce. TETRIS's journey from its creation in the Soviet Union to its global success highlights the complex dynamics of intellectual property rights during the Cold War era.

It underscores how a simple, addictive game became a cultural phenomenon and a symbol of international cooperation and competition. Analyzing TETRIS's trajectory also reveals the profound impact of gaming on popular culture and its role in shaping the evolution of digital entertainment and technology.

I am very happy to see another discussion of the classic from Jeremy Parish | Video Works.

https://youtu.be/rWUL6jdWXBg?si=9wvHlKgWlk4rC9hT

"We're back at Tetris again. And, just as the simple concept of blocks falling from the sky and piling up until you fill complete rows that cause them to vanish translates into a near-infinitely replayable game, the not-so-simple process of bringing a game created under Soviet collectivism to the West and including it the box with a video game system inspires near-infinite video commentary. Well, something like that. Suffice to say, here comes another one of those block-dropping beats."

Please stay healthy everyone!
Cheers, Rudolf


***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

Have you ever been "struggling with success"? Yeah? Nope? Well, Noah McAlister has ... or hasn't he? I guess, we only find out about it, if we decide to watch this latest video:

https://youtu.be/joTdLU6SFcw?si=9bxofu1eklM98dnb


If struggling with success really involves dealing with internal conflicts, pressures, or unexpected feelings despite outward accomplishments, I really have to double check my Diablo 4 stats! And if it actually underscores the complex and nuanced nature of achievement and personal fulfillment ... well ... I really have to doublecheck! 😂

Please stay healthy everyone!

Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

I have featured Writing on Games several times now and I think it's time again:

"I am angry at the state of the games industry. Even when the higher ups at game companies were at their greediest, you could usually at least understand the logic behind their decisions. With the recent, baffling news that Microsoft is to shutter Tango Gameworks (among others), despite the studio providing Xbox a bonafide smash hit in the form of Hi-Fi Rush (on top of countless other layoffs and closures from studios making some of the most successful games ever, such as Naughty Dog with The Last of Us), that logic seems to have gone out of the window. In this analysis piece, I discuss how we got here, how the industry is becoming increasingly hostile towards not only art but seemingly monetary success, and the indie devs and studios like Larian and Supergiant proving that it doesn't have to be this way. The games industry is broken—some might say beyond repair."

> https://youtu.be/mCqrYeCAyMk?si=iLlxL2-fOoF_7fxS


For the New Books Network, I also had the great pleasure to talk to Regina Seiwald and Ed Vollans about their book (Not) In the Game in my podcast Game Studies:

"How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history.mThe access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in (Not) In the Game: History, Paratexts, and Games (de Gruyter, 2023) move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games."


> https://newbooksnetwork.com/not-in-the-game


Please stay healthy everyone!

Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

So, Game Maker's Toolkit is back with over two hours and "The 100 Games That Taught Me Game Design" and he elaborates further:

"One of the best ways to learn about game design is to just play a whole bunch of games. But with thousands of titles to choose from... where do you start? Well, this video lists 100 games that have most helped me in my journey to understand game development - from arcade classics to virtual reality thrills."

>> https://youtu.be/gWNXGfXOrro?si=bmB6sZbQds3fRJG2


And I think, he has a point here: By immersing yourself in a wide variety of genres and styles, you gain firsthand experience of different mechanics, storytelling techniques, and user interface designs. This hands-on approach allows you to understand what works well and what doesn't, providing valuable insights that can inform your own design decisions.

Additionally, playing diverse games helps you stay current with industry trends and innovations, fostering creativity and inspiring new ideas. Whether you analyze the narrative structure of a role-playing game, the pacing of an action-adventure, or the strategy behind a complex puzzle game, each experience contributes to a deeper understanding of the principles and nuances of game design.

--

It was with great pleasure that I was able to talk to Arno Görgen and Eugen Pfister about the “CH LUDENS” project for the cultural journal Nahaufnahmen. Our conversation can be found in English, French and German right here:

>> https://www.nahaufnahmen.ch/2024/05/17/das-projekt-ch-ludens/


Please stay healthy everyone!

Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

The "Onimusha" series is a valuable subject for digital game studies due to its contributions to narrative development, technological innovation, gameplay design, and cultural localization.

Therefore, I am more than happy that "I Finished A Video Game"took on the challenge to talk about this special series - so grab something cold to drink since this video has a length of over 4,5 hours!

https://youtu.be/6zI6lW3BjZ4?si=nM9hci1hQZxcpenj

If you want to support my work, please consider buying me a virtual coffee right here: https://buymeacoffee.com/rudolfinderst

Please stay healthy everyone!

Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

My home town - Munich - is currently surrounded by rain fronts! What could be better than getting properly cooped up and thinking a little about horror and dread? However, if this thought exercise already seems too exhausting, you can simply take a look at the latest essay by The Gaming Muse:

https://youtu.be/8fPv8ZmKfEk?si=8YyS6kuVkcu4ovqo


"Exploring Fatal Frame's rituals and story, and explaining the real world religions they stem from."


As a long-running series with a dedicated fan base, Fatal Frame has influenced other horror games and media. Studying its legacy can shed light on its impact on the genre and the development of horror games over time.


--

I'd also like to point to a new article by Stefan H. Simond and Tobias Klös:

Cozy Heterotopias in JRPGs: A Foucauldian Perspective on the Spatiality of Coziness in Japanese Role-Playing Games


https://czasopisma.uni.lodz.pl/Replay/article/view/23170


This article applies the concept of heterotopia as developed by Michel Foucault to cozy aesthetics in JRPGs. After introducing the concept of heterotopia and its six key principles, the term JRPG is briefly reflected upon. We then analyze key aspects of the games Ni no Kuni: Wrath of the White Witch and Final Fantasy VII Remake regarding the significance of heterotopias for their sense of coziness. We conclude that Foucault’s concept of heterotopia helps in understanding the way in which coziness, on the one hand, offers a respite from the crises of life while, on the other hand, enabling an engagement with said crises in a safe environment.


Please stay healthy everyone!

Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

Last week I was talking to a friend about possible travel destinations - somehow we ended up talking about the USA and i said that i would like to spend some time in the Pacific Northwest. So it's a nice coincidence that Polygon's Simone de Rochefort deals with exactly this topic in her article - enjoy!

"The Pacific Northwest in video games is pretty uniformly creepy, dark, and wet. But how did it get like that? Polygon's Simone de Rochefort traces the history of the Pacific Northwest in media, from Alan Wake 2 and Pacific Drive, all the way back to Twin Peaks".


https://youtu.be/PgdP8D1GMso?si=MfnKoVYuzf_2bHj7

Indeed, the Pacific Northwest is a popular choice for video game designers for several compelling reasons, rooted in its unique combination of natural beauty, cultural significance, and atmospheric conditions.

Please stay healthy everyone!


Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

The weekday connoisseurs among you may have noticed: The last newsletter did not arrive on your computers, tablets and smartphones on Friday of last week, but during the week - that must have been quite a shock! Joking aside: I got to stay in beautiful Bruges and tested cherry beer instead of hunting for video game essays or in-depth game analysis.
But now we're back and can get into the usual rhythm, which makes me happy and releases a mixture of hearts and mana! Now, let's get started:

Considering the presence of a lingua franca within a scientific field, such as Game Studies, is crucial for several reasons, but it also warrants a critical examination. On one hand, a common language facilitates the dissemination and exchange of knowledge across different regions and cultures, fostering a more inclusive and comprehensive understanding of the subject. This shared linguistic framework enables researchers from diverse backgrounds to collaborate more effectively, overcoming potential language barriers that could otherwise hinder the flow of information and innovation.

However, the dominance of a single language, often English, can also perpetuate certain imbalances and inequities within the academic community. Scholars who are non-native speakers may find themselves at a disadvantage, both in terms of publishing their work and participating in scholarly discourse. This can lead to a homogenization of perspectives, where valuable insights and methodologies from non-English-speaking regions are underrepresented or overlooked. Moreover, the pressure to conform to the linguistic and cultural norms of the lingua franca can stifle diversity and creativity, as researchers might prioritize language proficiency over innovative content.

Additionally, having a lingua franca enhances the visibility and accessibility of research findings, allowing scholars worldwide to engage with and contribute to the evolving discourse. Yet, this increased accessibility is not universal. The reliance on a single language can create gatekeeping mechanisms that exclude those who lack proficiency, thereby limiting the potential for truly global academic engagement. It also risks marginalizing local languages and knowledge systems, which can be rich sources of theoretical and empirical insights.

Furthermore, a standardized language in a field like Game Studies helps in establishing consistent terminology and concepts, which is essential for the clarity and precision of academic communication. This uniformity aids in reducing misunderstandings and misinterpretations, ensuring that the nuances of complex theories and methodologies are accurately conveyed. Nonetheless, the imposition of a lingua franca can inadvertently suppress linguistic diversity and the nuanced ways different cultures approach and understand gaming phenomena. It can also contribute to a monolithic view of the field, where alternative narratives and discourses are underappreciated or even ignored.


Stanislaw Krawczyk is reflecting upon this in his talk about "Doing Game Studies in Different Languages":

https://youtu.be/gxIDk1_oUtQ?si=DSy1tTsCx5CdlMkL

You will find the according slides right here:

https://stanislawkrawczyk.pl/wp-content/uploads/2024/06/Doing-Game-Studies-in-Different-Languages.pdf

--


The German-speaking readers among you can also enjoy some freshly published entertainment: I sat down for close-ups with Tamara Bodden and Rebecca Bachmann about their new anthology. It is entitled New Skills Unlocked. Kulturwissenschaftliche Theorien und Analysen von Spielen. You can find our exchange of ideas here:


https://www.nahaufnahmen.ch/2024/06/14/herausgeberinnen-unlocked/


Cheers, Rudolf


***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

... and dear readers of this newsletter. As soon as I saw that Folding Ideas had put out a video about James Rolfe & AVGN, it was a no-brainer to put that very piece center:

"If ever there were a video I've made that required a companion essay or some kind of artist statement to go along with it I suppose it would be this one. It's a strange project that I've been working on for the better part of six months now, a process of trying to disentangle myself from myself. It's about a lot of different things, it's about James Rolfe but also not about him because we have so many versions of him and we can only react to those imperfect projections. He's been doing this for basically 20 years at this point, and out of that arise a million different ways to tell the story: AVGN is deeply influential, but what does that influence mean? I found myself fascinated with his creative fixations, the motifs and stories that he keeps coming back to, and felt like the only way to engage with that honestly was to expose all my own fixations, insecurities, and fears."

https://youtu.be/b3gZOt1Lo4A?si=nDzBbT6PpUUSIKDw


Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
🔊 AHOI there, game studies operators!

I do not know about you ...but ... it really infuriates me to no end when people unjustly mock those who appreciate deep thoughts, especially when it comes from streamers and content creators in the gaming community. This derision reveals a shallow, narrow-minded worldview that dismisses the value of introspection and intellectual exploration.

Many of these influencers deride games they simply don't understand or refuse to engage with on a deeper level, exposing their own intellectual laziness and aversion to self-examination. Mocking individuals for seeking meaning and contemplating profound ideas in games is a clear sign of insecurity. It is as if the very act of thinking deeply is a threat to their superficial existence, highlighting their own lack of depth.

Such ridicule is not just an attack on individuals but on the very essence of human curiosity and growth. It is high time we recognize and respect the courage it takes to venture into the depths of thought in gaming rather than belittling those who do.


Now, let's talk about Scorn and what Pim's Crypt has to say about it.

"As Scorn was revealed to the world, it didn't take long for it to recieve the label of "that H.R. Giger/Zdzisław Beksiński looking game". However, there is so much more to Scorn than its aesthetic, and I believe it's about time to acknowledge that."


https://youtu.be/mfUxgy_RhV0?si=hctfHRgNPrBXaJ9e


Scorn is an intriguing subject for digital game research due to its unique blend of atmospheric horror and intricate world-building:

Inspired by the works of H.R. Giger and Zdzisław Beksiński, the game presents a biomechanical environment that challenges traditional aesthetics in game design. Researchers can explore how Scorn uses visual and auditory elements to evoke deep emotional responses and a sense of unease, offering insights into the psychological impact of horror games.

Additionally, its non-linear narrative and minimalistic storytelling invite analysis on player agency and immersion, providing a rich case study for examining how interactive storytelling can differ from conventional linear narratives.


Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
Happy Monday everyone! 🤗

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️

Your help enables me to continue producing this content and sharing insightful findings.

Every contribution makes a difference! 🤜🤛

https://buymeacoffee.com/rudolfinderst

- Rudolf
🔊 AHOI there, game studies operators!

I'm currently on a stopover in Cuxhaven, which is very far north in Germany, and I'm going to see if I can get a few cheeky seagulls to snatch the hot dog out of my hand (drum rollers: for sure!). This week's selection was easy - after all, Noah Caldwell-Gervais has launched a new essay about RAGE. It makes my Ludo heart go all weak and I adore it.

"RAGE is one of the least discussed, least memorable big budget modern game franchises. How did that happen? Are the games really that bad? This video essay looks deeply at Rage 1 and Rage 2 along with heir DLC to dissect how bad games happen and what goes wrong to make them that way. I hope this retrospective critique saves someone the hours I put in."

https://youtu.be/u6Sa761SAb0?si=Qhcab3p1hDtR0k82


From my perspective, yes, RAGE presents a multifaceted subject for game studies, encompassing technological innovation, narrative analysis, gameplay mechanics, genre studies, reception, and cultural impact.

--
I have a wonderful tip for our German-speaking readers and listeners today: Two of my favorite colleagues - Arno Görgen and Eugen Pfister - have started a Game Studies podcast ; listen to episode 1 of Kritische Controller right here:


https://letscast.fm/sites/kritische-controller-f43d2fb6/episode/sag-mal-weinst-du


Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!
If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛

https://buymeacoffee.com/rudolfinderst
🔊 AHOI there, game studies operators!

In contrast to the other articles, analyses and essays that I recommend in this newsletter, the focus today will be on two "snacks". I know, I know, I don't usually do anything under two to six hours, but not today, friends, not today!


Here are three YouTube Shorts from the University of Toronto

https://youtube.com/shorts/hSwZk7YF2hY?si=3hkNRbt86qMF9YoC

https://youtube.com/shorts/7yqA7Rdb6MA?si=LvDzyT15htPh0tYd

https://youtube.com/shorts/mmxrMjfZhIY?si=jeiq3XSb3zSP4a1m


I came across one of their game studies courses back in 2018:

"This course critically examines technological, social, cultural and political-economic issues within the interdisciplinary study of games. This course focuses on the play, production, and analysis of games while reading current research and theory from a variety of sources in the sciences, social sciences, humanities, and industry. Topics will focus on issues important to the study of games such as defining games, play and players, game production, cheating, violence in games, and the potential educational benefits of games. Classes and assignments engage students
in the critical arguments within Game Studies and expose them to the unique contributions of games to everyday life. Throughout the course, students regularly read, write, play, and design games."
---

Now, you may never heard of ROMchip. 🧐
ROMchip: A Journal of Game Histories is a platform designed for the advancement of critical historical studies of games, broadly imagined across a variety of fields, disciplines, and professions. It's a fantastic lecture and the new issue has been released: VOL. 6 NO. 1: JULY 2024.

https://romchip.org/index.php/romchip-journal/index



Cheers, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛

https://buymeacoffee.com/rudolfinderst
🔊 AHOI there, game studies operators!

As an ecologically responsible games researcher, I would like to point out that smartphone displays have to work really, really hard in bright sunlight - the battery soon runs out. So watch today's video in the cooler shade. :)


It was time to dig and rummage in the depths of the GDC Vault. And as always - with a little patience, something wonderful emerges.


"Can games teach us about our ourselves? Can a video game be a statement about the world? Do we design games intentionally or accidentally? This GDC 2023 talk addresses these questions and much more—including Voros McCracken, Ottoman fratricide, fancy hats, Le Corbusier, nuclear holocaust, Mt. Rushmore, and the 1994 Caribbean Cup. Come find out how hard it is to run a sweatshop. Stay for a hopeful and skeptical look at how to make games that say what we want them to say."

https://youtu.be/YsCigLYxNYs?si=W3EpY0QX_mr8Xhwk


For our Geman speaking audience, I will point to this little podcast gem by Spielvertiefung:


https://youtu.be/zSjgOj1qVdQ?si=6FoeOA8FcABayiUq


Addrich Mauch works as a music ethnologist and is interested in the relationship between games and sound. Adrian Demleitner has a background as a software developer and studied design research and is interested in the visuals in games. Both are researching within Game Studies at the CH Ludens project at the University of Bern.


Cheers, Rudolf


***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!


If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛
🔊 AHOI there, game studies operators!

All 16 federal states in Germany are currently on summer vacation. Here in Bavaria, the “big vacation” starts today - so it's time for the kids and teenagers to run around outside (if they're not too notoriously cool for it). And inside here? A bearded man (in his mid-40s) is sitting here typing this newsletter for you (without delicious ice cream, but radishes). Also with a beard: LambHoot! And he has a wonderful new essay in his luggage.

"Desire Paths emerge as we rebelliously re-tread the same ground, in Death Stranding as in real life. Not just an artifact of our behavior, dirt footpaths are also type of communication, connecting travelers to one another across time. This is the story of a particular road, and how grass became dirt, and dirt became concrete. It’s also about a man who tried patenting dirt."

https://youtu.be/VJLzpX57FSw?si=Ke0cTt0_YVjwYxxW


--

I also had the great pleasure to talk to Sören Schoppmeier about his book PLAYING AMERICAN (published by DeGruyter) on my podcast GAME STUDIES (proud part of the New Books Network).

https://newbooksnetwork.com/playing-american


Cheers and please use sunscreen, Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛
🔊 AHOI there, game studies operators!

As soon as the game title Baldur's Gate: Dark Alliance appears or is mentioned anywhere, I listen twice and three times. Maybe the third part will be released at some point after all?

I mean, I've never asked for all the sports game updates either and THEY are coming as surely as the next racist and sexist insult from a certain orange male. So I'm not giving up hope for esoteric justice. So let's listen to Indigo Gaming when it comes to Fallout & Co.

"Everyone knows Bethesda saved the Fallout franchise, right? That’s where you’re mistaken. Fallout was a successful series years before the IP was ever for sale. So how did one of the biggest publishers in the industry (Interplay) rise and fall despite having such a successful franchise? Let’s look at the questionable business practices that caused the fall of Interplay and Black Isle Studios, And what led to the cancellation of anticipated titles like Fallout 3 (aka Fallout: Van Buren) and the original Baldur's Gate III: The Black Hound. This is a one-hour deep dive into the drama surrounding Fallout, BioWare, Interplay, Titus Interactive’s buyout, Snowblind Software and the fight over Baldur's Gate: Dark Alliance, Fallout's development and the controversial sale of this IP to Bethesda Softworks."

https://youtu.be/Lu3eOXIxmYg?si=_shiLVRrikswI4_3


For our German readers, I recommend an interview with Jan Wysocki about his new book in the freshly opened digital game culture department of Titel kulturmagazin:

https://titel-kulturmagazin.net/2024/07/30/digitalspielkultur-interview-mit-jan-wysocki/


Cheers and stay healthy,
Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛
🔊 AHOI there, game studies operators!

You all know that the gamescom madness is just around the corner in two weeks - and while I'm still finalizing my talk for the gamescom congress here, because you're supposed to send in the slides in advance, I'd like to recommend the following essay: Plague Carriers: Sacrifice in Hollow Knight and Ender Lilies by Honey Bat.


"Bugs! Flowers! A whole lot of goop! I've been chewing on Ender Lilies and Hollow Knight for a while now and couldn't help coming back to save the world with Lily and the Knight while waiting for their sequels. Please, someone give them a blanket and some snacks, they've both come a long way. I was compelled to make a video essay, which is a theme analysis rather than a lore explanation or a game design analysis - that's already been done by a dozen wonderful and articulate YouTube channels."

>> https://youtu.be/rnw39nSwpME?si=TtdQzB1Mx_mjG4Qb


--

And ... there is also a Call for Abstracts: Dutch DiGRA 2024 Symposium: "Diversity, Sustainability, and Social Well-Being in Game Design, Industry Practices and Player Experience": The Dutch chapter of the Digital Games Research Association (DiGRA) is pleased to announce a call for abstracts for our upcoming symposium, to be held at Erasmus University Rotterdam on November 21, 2024. We invite researchers from all areas of game studies to submit their work for consideration. Here's the link:


>> https://shorturl.at/gX9Zn


Cheers and stay healthy,
Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛
🔊 AHOI there, game studies operators!

Here in Munich, the temperatures are still around 30 degrees and some residents' synapses are already melting. The only thing that helps is to escape to the local libraries to think about video essays in pleasant conditions. So, let's see!

The Taiwanese Silent Hill? Yes, that's the title of Max Derrat's latest essay on his channel.


Derrat looks at the difficulties of recreating or even surpassing iconic art, using Silent Hill 2 as a case study. He looks at the special circumstances—like the limits of the technology and the restrictions on creativity—that made the original game so good at creating a feeling of psychological horror. Given all this, the upcoming Silent Hill 2 remake is facing some skepticism, as many previous attempts to replicate its success have fallen short. However, Derrat points to Detention, a 2D indie horror game by Taiwan's Red Candle Games, as a great example of how to capture the essence of psychological horror without simply copying Silent Hill. Set during Taiwan's 1960s White Terror, Detention weaves cultural and historical themes into its narrative to create a sense of unease while telling an original story about repression and personal sacrifice. Derrat gives the game high marks for its atmosphere, puzzle design, and rich use of Eastern esoteric traditions. He points out how Detention blends familiarity and originality in a way that lets players engage with the narrative on a deeper level. In short, he says Detention shows what horror game developers can do when they're limited by constraints.


https://youtu.be/ZQOpUeh0yKg?si=0KTL_iRIygJ5IwxO


Developed by Red Candle Games, Detention is a compelling case study for digital game scholars due to its innovative blend of cultural context, narrative depth, and gameplay mechanics rooted in Taiwanese history and folklore.

By utilizing a unique setting during Taiwan's White Terror period, the game not only engages players with its atmospheric horror elements, but also serves as a poignant critique of authoritarianism and human rights abuses. Researchers can explore how Detention uses visual storytelling, audio design, and game mechanics to evoke emotional responses and convey complex themes of fear, oppression, and the struggle for identity.

In addition, its success in both niche markets and broader audiences raises important discussions about representation in games, the potential of games as a medium for social commentary, and the impact of cultural heritage in game design, making it a rich subject for interdisciplinary exploration.
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I also like to share some great news: The Institute of Digital Games is the OFFICIAL hosts of DIGRA 2025 in Malta:

"We are honoured to have been chosen as the next hosts of this long-running conference, and excited for the opportunity to host leading experts, academics, researchers and designers in Malta. DiGRA'25 will be held from 30th June to 4th July, 2025."

Cheers and stay healthy,
Rudolf

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You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛
🔊 AHOI there, game studies operators!


I would like to ask an indiscreet question here. When was the last time you were in a hospital? Yes, I know it's summer, so of course nobody wants to think about a stay in a hospital. Sometimes it's not just annoying days and weeks there ... but they are downright UNHEALTHY places. Especially in digital games ...


Let's see what KazzaGamesTV has to say about these "special" places:

"While dungeons, forests, and haunted mansions often top our lists of terrifying locations, hospitals can be equally unsettling. Despite their intended purpose of healing, hospitals can blur the line between life and passing away, sparking dread and fear. This has inspired horror game developers to explore the potential of hospitals as chilling settings. In this video, we'll delve into why hospitals became a staple in horror entertainment and how real-world events contributed to this trend. We'll also showcase games that effectively utilize hospitals to create disturbing narratives."


https://youtu.be/RPoar__qM4Q?si=gXteUBYDKwzQuwz7


Cheers and stay healthy,
Rudolf

***
You are welcome to share your ideas and feedback with me. If you like DiGRA D-A-CH Game Studies Watchlist, please tell your friends, colleagues, as well as fellowship and post on social media about it!

If you’d like to support my work in digital game research & culture, consider contributing via Buy Me a Coffee. ☕️ Your help enables me to continue producing this content and sharing insightful findings. Every contribution makes a difference! 🤜🤛