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Azeroth as Theatre: The history of digital games… as performance(s)?

10. Mai 2023 ·
The preservation and historiography of digital games confronts scholars, institutions, and hobbyists with numerous technical, legal, as well as cultural challenges demanding a variety of sources. Troubles begin with two basic issues: Accessibility and versioning. Games depending on server infrastructures are the most extreme form of this conundrum, as once they are gone, so is the game. Considering how contemporary games, even single player experiences, are distributed, patched and framed by online services, those researching gaming’s past will increasingly encounter digital games as changing entities and temporal events, warranting special approaches. Luckily, game studies already involves itself with a field tackling this very problem – performance studies.
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‘The Inevitable Patriarchy’

28. November 2022 ·
In recent memory, whether Netflix Original, Blockbuster or Video Game, historical or historical adjacent fiction frequently finds itself facing ‘controversy’ for the inclusion of LGBTQ+ or ‘strong female characters’ on the notion that such inclusivity damages the verisimilitude and immersive properties of the fiction. Using the example of the Dragon Age series, this paper will address the diegetic inconsistencies of the world of Thedas relative to this notion of historical verisimilitude, and suggest an explanation for the inconsistencies that emerge and the persistence of the discourse at large.
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© 2024 Paidia - Zeitschrift für Computerspielforschung (ISSN: 2363-5630)
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