Documentation, Periodization, Regionalization, and Marginalization: Four Challenges for Video Game Historiography

Historians often conduct their work in two phases: studying the documents to retrace the facts, and then organizing these facts and events into a narrative. Since many of us have a direct, lived experience with video games, sometimes our lived experiences do not accord with the grand historical narrative. We

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“It’s [not Just] in the Game”: the Promotional Context of Video Games

This issue of Kinephanos seeks to address game promotion and representation at the point of sale and wider advertising contexts. Its papers discuss the intersection of promotion with many different perspectives, from audience expectations and game experience to the history of games, globalization and feminism, to film aesthetics, authenticity and gamification.

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The Character as Subjective Interface

This paper re-frames virtual interactive characters as “subjective interfaces” with the purpose of highlighting original affordances for interactive storytelling through conversation. This notion is theoretically unpacked in the perspectives of narratology, interaction design and game design. Existing and imagined scenarios are presented in which subjective interfaces are elevated as core

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Canada

This chapter chronicles the history of Canada’s video game industry, across its main regional clusters (Vancouver, Montreal, Toronto; Québec City, Ottawa-Gatineau, London and Edmonton). The dynamics of inter-provincial competition, fueled by tax credits and proximity to United States hubs, is discussed, as well as the growth and transformations throughout the

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