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Loading... attempts to provide a mixed-methods approach to the study of digital games, and therefore invites not only traditional academic papers, but may reprint 'classic' works in the field, as well as provide a forum for machinima, new and open-source innovative code, product reviews, blogs, program descriptions and course outlines for games studies and 'conversations' within and across the trajectories of inquiry and activity that constitute Canadian Games Studies now and into the future.
A print-based and online journal, Loading... publishes empirical, theoretical, and design-based research on the multifaceted, multimodal, interdisciplinary subject of digital games. It invites papers which approach research and scholarship in the field of game studies from its many angles: social, cultural, technical, theoretical, procedural, artistic...
The journal aims to support current and future interdisciplinary, multi-method and multimodal approaches to the study of digital games. Its principal goal is to support both the established and fledgling work of Canadian scholars, to give them a voice on the international scene of game studies, and to establish a uniquely Canadian voice in a field that is currently described as a polarization of perspectives between the United States and Europe. Loading... will support the valuable contribution of Canadian scholarship in directing and shaping this burgeoning field.
Vol 3, No 4 (2009)
Table of Contents
Articles
| Close Reading Oblivion: Character Believability and Intelligent Personalization in Games |
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Joshua Glen Tanenbaum, Jim Bizzocchi |
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This paper investigates issues of character believability and intelligent personalization through a reading of the Elder Scrolls: Oblivion....
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| JFK Reloaded: Documentary Framing and the Simulated Document |
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Cindy Poremba |
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Often the most well known “documentary videogames” are the most controversial. JFK Reloaded—a game based on the assassination of American...
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| Videogames and Complexity Theory: Learning through Game Play |
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Kathy Sanford, Tim Hopper |
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The rich virtual worlds of videogames create powerful contexts for learning. In game worlds, as discussed by Shaffer, Halverson, Squire, and Gee...
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| Serious Learning in Playful Roles: Socio-political games for education and social change |
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Negin Dahya |
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Educational practice is closely tied to social, cultural, and political economies (Brandt, 2003; de Castell & Jenson, 2004). As videogames dominate...
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| Playing in the Fields of Desire: Hegemonic Masculinity in Live-Combat LARPs |
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Mark Malaby, Benson Green |
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Gender based research on Role Playing Games (RPG's) has long claimed that many males are attracted to RPG's due to the possibility of creating and...
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| The Pleasure of the System: Cybernetic Feedback Loops and Flow in Video Games |
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Alison Harvey |
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Research on the nature of the medium of the video game probes questions of the appropriateness of the application therein of narrative,...
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| Outbreak: Lessons Learned from Developing a “History Game” |
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Kevin Kee, John Bachynski |
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This paper describes the production of Outbreak, a game focused on the 1885 smallpox epidemic in Montreal. It is a preliminary report on the...
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| Wii are out of Control: Bodies, Game Screens and the Production of Gestural Excess |
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Bart Simon |
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This paper looks at the ways that the Nintendo Wii might shift the locus of game analysis away from the screen and more towards players’...
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Review and Reflection
| The Senescence of Creativity: How Market Forces are Killing Digital Games |
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Matthew M. White |
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This publication has been generously supported by Simon Fraser University through the Research Opportunities Committee, Faculty of Education and through a serial publications fund grant awarded by the University Publications Committee.