Esther MacCallum‐Stewart
Biographic Data
| ID | 6564519 |
|---|---|
| NAME | Esther MacCallum‐Stewart |
| GIVEN NAMES | Esther |
| FAMILY NAME | MacCallum‐Stewart |
| SIGNATURE | STEWART E M |
| AFFILIATIONS | University of Chichester |
| ORCID | 0000-0003-1645-1693 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2016 |
| H-INDEX | 1 |
Gender and Sexuality in Contemporary Popular Fantasy
Game Love
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming …
Online Games, Social Narratives
The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville t…
Lost on a Desert Island
This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses how they use multiple techniques drawn from several different sources to gain popularity. The desert island simulation blends a series of familiar game genres with those of popular television, specifically serial television, to produce a genre that deliberately appeals to non-traditional users (although this definition relies more on preconception…
The warfare of the imagined – building identities in Second Life
Much has already been written about the potential of Second Life as a virtual space, but this paper examines the tensions created by its disparate population, one which has that has grown with incredible swiftness. By examining the history of protest in the game, from large scale events to individuals who have publicly left the game, a fundamental difficulty is unearthed. This is the disharmonious nature of a world where residents are told that t…
Female Maladies? Reappraising Women's Popular Literature of the First World War
In the past decade, First World War studies have undergone considerable revision, with authors increasingly considering the ways in which the war has been reinscribed over the last century to becom
Lost on a Desert Island
This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses how they use multiple techniques drawn from several different sources to gain popularity. The desert island simulation blends a series of familiar game genres with those of popular television, specifically serial television, to produce a genre that deliberately appeals to non-traditional users (although this definition relies more on preconception…
Female Maladies? Reappraising Women's Popular Literature of the First World War
In the past decade, First World War studies have undergone considerable revision, with authors increasingly considering the ways in which the war has been reinscribed over the last century to becom
The warfare of the imagined – building identities in Second Life
Much has already been written about the potential of Second Life as a virtual space, but this paper examines the tensions created by its disparate population, one which has that has grown with incredible swiftness. By examining the history of protest in the game, from large scale events to individuals who have publicly left the game, a fundamental difficulty is unearthed. This is the disharmonious nature of a world where residents are told that t…
Lost on a Desert Island
This article looks at a genre of games that most frequently appears on the Nintendo DS and discusses how they use multiple techniques drawn from several different sources to gain popularity. The desert island simulation blends a series of familiar game genres with those of popular television, specifically serial television, to produce a genre that deliberately appeals to non-traditional users (although this definition relies more on preconception…
Online Games, Social Narratives
The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville t…
Game Love
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming …
Gender and Sexuality in Contemporary Popular Fantasy
Art (5 works) · Digital Games and Media (5 works) · Sociology (5 works) · Literature (4 works) · Psychology (4 works) · Computer Science (3 works) · Narrative (3 works) · Aesthetics (2 works) · Gender Studies (2 works) · Media studies (2 works)