Only a few researchers with a background in media sociology or psychology have done the effort of analyzing a number of games, taking into account aspects that go beyond the binary oppositions of ‘violent vs. Media effect theory is one of the disciplines where the insights provided by ludology have thus far not been able to conquer solid grounds. More specific, an exploration is made of the complexities one encounters when studying the content of a selection of mature-rated video games from a media sociology perspective. Nevertheless, very few attempts have been made to operationalize the principles introduced by ludology in a framework suitable for practical, empirical analysis. narratology’ dispute has more or less been settled, a consensus appears to exist about the general terminology that should be used when video games are studied, and about the research traditions that could fare well by taking into account concepts such as rule-based play, emergence or simulation in a virtual environment. Frasca, 2003) or as second-order cybernetic systems (e.g. Aarseth, 1997), as rule-based systems (e.g. In recent years a lot of debate has been held on the formal characteristics that mark out the boundaries of video games as a distinct medium, and on the terminology that is the most appropriate for analyzing video games as cybertexts (e.g. As such the article provide a blueprint, mapping the difficulties and challenges one encounters while performing a qualitative video game analysis. In the end a brief overview is given of the main results. In a step by step overview of the phases in which the analysis was carried out, the article describes the procedures that were used while constructing a scheme for analysis, while selecting a number of game titles and while training the coders. A selection was made of 11 contemporary, mature-rated games, and a scheme for analysis was constructed, addressing the different shapes violent activity takes within these games. This article focuses on the methodology of qualitative video game content analysis, aiming to complement the insights provided by Konzack (2002) and Consalvo & Dutton (2006) from a media sociology perspective. Meaningful CustomizationChange not only the look of your cars but also upgrade their body armor – Reinforce them with heavy iron that protects you from damage, but also adds weight, which impacts the cars handling.Adapting the Principles of Ludology to the Method of Video Game Content Analysis by Steven Malliet Abstract They ooze style and character! From old American heavy-hitters to agile Europeans and fun Asians, you won’t find anything like this in other games. Witness insane neck-to-neck fighting on high-speed circuits, face total destruction madness on crazy courses with intersections and oncoming traffic, or go for demolition dominance in derby arenas.Īwesome CarsOur cars are old, banged up, patched together. Unique Racing ExperienceExhilarating no-rules racing action with defining, once-in-a-lifetime moments that can be achieved only with a true-to-life physics simulation. Whether you are preparing for your next demolition derby with reinforced bumpers, roll cages, side protectors and much more, or setting your car up for a banger race with engine performance parts like air filters, camshafts, fuel systems, etc., Wreckfest is shaping up to be the best combative motorsport game out there.ĭrive hard. Wreckfest is jam-packed with upgrade and customization options. Break the rules and take full-contact racing to the limit with Wreckfest!Įxpect epic crashes, neck-to-neck fights over the finish line and brand-new ways for metal to bend – These are the once-in-a-lifetime moments that can only be achieved in Wreckfest, with its true-to-life physics simulation crafted by legendary developer Bugbear, who also brought you FlatOut 1 & 2!īurn rubber and shred metal in the ultimate driving playground!
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