Proceedings of the 19th International Academic Mindtrek Conference 2015
DOI: 10.1145/2818187.2818283
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Walkthrough and let's play

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Cited by 9 publications
(3 citation statements)
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“…At the same time, complex, open gaming experiences, like Grand Theft Auto or current Assassins Creed games, and Grand Strategy games, like the Europa Universalis or Total War franchises, may also be rather limited in their walkthrough descriptions compared to the actual gameplay. Despite these limitations for certain genres, we agree with Newman (2011) and Nylund (2015) and believe that, in general, walkthroughs are a great source of textual game preservations that enable large-scale corpus analyses. From a quantitative perspective, walkthroughs are particularly interesting types of gaming text, as they are widely available on the Internet.…”
Section: Contextsupporting
confidence: 52%
See 1 more Smart Citation
“…At the same time, complex, open gaming experiences, like Grand Theft Auto or current Assassins Creed games, and Grand Strategy games, like the Europa Universalis or Total War franchises, may also be rather limited in their walkthrough descriptions compared to the actual gameplay. Despite these limitations for certain genres, we agree with Newman (2011) and Nylund (2015) and believe that, in general, walkthroughs are a great source of textual game preservations that enable large-scale corpus analyses. From a quantitative perspective, walkthroughs are particularly interesting types of gaming text, as they are widely available on the Internet.…”
Section: Contextsupporting
confidence: 52%
“…Second, walkthroughs contain gaming jargon used by actual gamers, as walkthroughs are mostly written by players of the actual game (see also Krause, 2016). Walkthroughs have been shown to be a suitable document type for purposes of digital game preservation (Newman, 2011;Nylund, 2015). Newman (2011, p.111) summarizes the strengths of game walkthroughs in the following way: "[…] player-produced walkthroughs […] are some of the most comprehensive investigations of digital gameplay that presently exist; certainly more thorough, investigative and inventive than any professional or academic literature; […] walkthrough texts might be better able to capture and communicate the important qualities of games, as defined and understood by their players, than the playable games themselves".…”
Section: Contextmentioning
confidence: 99%
“…Les questions de préservation de la jouabilité (gameplay) et de l'expérience personnelle des joueur•euses échappent encore aux historien•nes et aux chercheur•euses en études du jeu. Alors que l'enregistrement vidéo de sessions de jeu à des fins de préservation est une méthode établie (Nylund, 2015 ;Glas et al, 2017), l'histoire orale est sous-utilisée dans les domaines de l'histoire et de la préservation du jeu vidéo et nous apparaît comme une avenue fertile afin d'offrir des perspectives et des traces additionnelles pour mieux interpréter ce média. Néanmoins, des travaux récents sur l'emploi des let's play à des fins de préservation par René Glas et al (2017) et les Animal Crossing Diaries des National Videogame Archives ont ouvert la voie au développement de nouvelles stratégies de préservation de ce média.…”
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