Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Christopher A Paul

Biographic Data

ID92883
NAMEChristopher A Paul
GIVEN NAMESChristopher A
FAMILY NAMEPaul
SIGNATUREPAUL C A
AFFILIATIONSSeattle University
VERIFIEDNo
TOTAL WORKS10
TOTAL CITATIONS9
AUTHOR COUNT10
EDITOR COUNT0
FIRST PUBLICATION YEAR2009
LATEST PUBLICATION YEAR2024
H-INDEX2
  • Optimizing Play: Why Theorycrafting Breaks Games and How to Fix It

    Open Access•Christopher A Paul•BOOK•Optimizing Play•2024

    An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn't want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the g…

  • Free-to-Play: Mobile Video Games, Bias, and Norms

    Christopher A Paul, Christopher Paul•BOOK•Free-to-Play•2020

    An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against…

  • Real Games: What's Legitimate and What's Not in Contemporary Videogames

    Christopher A Paul, Christopher Paul et al.•BOOK•Real Games - What`s Legitimate…•2019

    people who create videogames have ranged from lone individuals toiling away in their bedroom to teams of dozens or hundreds of developers who design and build games in AAA studios around the world. That diversity of approach has grown over time as accessible tools to make games proliferate and platforms on which to find games mushroom. In 1982, the US arcade industry newsletter Arcade Express reported on well-established companies such as Atari, …

  • The End of Casual: Long Live Casual

    Open Access•Shira Che, Shira Chess et al.•ARTICLE•Games and Culture•2019•Cited by: 6•References: 7

    This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against cas…

  • The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst

    Christopher A Paul, Christopher Paul•BOOK•Toxic Meritocracy of Video Games•2018

  • Values at play in digital games

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•New Media & Society•2016

  • Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play

    Christopher A Paul, Christopher Paul•BOOK•Wordplay and the Discourse of…•2012

    In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video …

  • Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Journal of Virtual Worlds Research•2010

    This essay addresses how rhetorical analysis can be applied to the study of virtual worlds. Rhetoric, which focuses on persuasion and ways of knowing, offers a strong, qualitative methodological approach for scholars engaged in virtual worlds research. A background in the history of rhetorical studies is complemented by analysis of how rhetoric has been applied to virtual worlds and game studies to develop a perspective for analysis of three kind…

  • Welfare Epics? The Rhetoric of Rewards in World of Warcraft

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Games and Culture•2010•Cited by: 3•References: 10

    After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards ''welfare'' epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies literature, and a critical analysis of welfare discourse, four rhetorical strategies can be seen in the discourse produced by the playing community. From directly confronting Tigole's statements to lamenting a loss of avat…

  • Culture and Practice: What We Do, Not Just Where We Are

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Journal of Virtual Worlds Research•2009

    Arguing that culture is shaped by location and practice, this essay advocates the study of common practices across virtual worlds to better understand how shared practices constitute cultures spanning multiple worlds. Connections among worlds are growing, as world designers borrow from similar influences and player bases gain experience with multiple worlds, leading to cultures potentially defined by the practices they share, rather than the worl…

  • The End of Casual: Long Live Casual

    Open Access•Shira Che, Shira Chess et al.•ARTICLE•Games and Culture•2019•Cited by: 6•References: 7

    This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against cas…

  • Welfare Epics? The Rhetoric of Rewards in World of Warcraft

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Games and Culture•2010•Cited by: 3•References: 10

    After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards ''welfare'' epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies literature, and a critical analysis of welfare discourse, four rhetorical strategies can be seen in the discourse produced by the playing community. From directly confronting Tigole's statements to lamenting a loss of avat…

  • Culture and Practice: What We Do, Not Just Where We Are

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Journal of Virtual Worlds Research•2009

    Arguing that culture is shaped by location and practice, this essay advocates the study of common practices across virtual worlds to better understand how shared practices constitute cultures spanning multiple worlds. Connections among worlds are growing, as world designers borrow from similar influences and player bases gain experience with multiple worlds, leading to cultures potentially defined by the practices they share, rather than the worl…

  • Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Journal of Virtual Worlds Research•2010

    This essay addresses how rhetorical analysis can be applied to the study of virtual worlds. Rhetoric, which focuses on persuasion and ways of knowing, offers a strong, qualitative methodological approach for scholars engaged in virtual worlds research. A background in the history of rhetorical studies is complemented by analysis of how rhetoric has been applied to virtual worlds and game studies to develop a perspective for analysis of three kind…

  • Welfare Epics? The Rhetoric of Rewards in World of Warcraft

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•Games and Culture•2010•Cited by: 3•References: 10

    After the Lead Content Designer of World of Warcraft (WoW), Tigole, deemed a new set of rewards ''welfare'' epics, the WoW player community responded in a multitude of fascinating ways. Using rhetorical analysis, gaming studies literature, and a critical analysis of welfare discourse, four rhetorical strategies can be seen in the discourse produced by the playing community. From directly confronting Tigole's statements to lamenting a loss of avat…

  • Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play

    Christopher A Paul, Christopher Paul•BOOK•Wordplay and the Discourse of…•2012

    In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video …

  • Values at play in digital games

    Open Access•Christopher A Paul, Christopher Paul•ARTICLE•New Media & Society•2016

  • The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst

    Christopher A Paul, Christopher Paul•BOOK•Toxic Meritocracy of Video Games•2018

  • Real Games: What's Legitimate and What's Not in Contemporary Videogames

    Christopher A Paul, Christopher Paul et al.•BOOK•Real Games - What`s Legitimate…•2019

    people who create videogames have ranged from lone individuals toiling away in their bedroom to teams of dozens or hundreds of developers who design and build games in AAA studios around the world. That diversity of approach has grown over time as accessible tools to make games proliferate and platforms on which to find games mushroom. In 1982, the US arcade industry newsletter Arcade Express reported on well-established companies such as Atari, …

  • The End of Casual: Long Live Casual

    Open Access•Shira Che, Shira Chess et al.•ARTICLE•Games and Culture•2019•Cited by: 6•References: 7

    This special issue is meant to provide an intervention. We are undertaking this project to broaden the corpus of Games Studies by both critiquing casual as a label, yet simultaneously legitimizing it as an important category of both study and play. Additionally, historicizing the terms casual and hardcore as categories uncovers the ways that the video game industry talks about its products and how academic work often replicates biases against cas…

  • Free-to-Play: Mobile Video Games, Bias, and Norms

    Christopher A Paul, Christopher Paul•BOOK•Free-to-Play•2020

    An examination of free-to-play and mobile games that traces what is valued and what is marginalized in discussions of games Free-to-play and mobile video games are an important and growing part of the video game industry, and yet they are often disparaged by journalists, designers, and players and pronounced inferior to games with more traditional payment models. In this book, Christopher Paul shows that underlying the criticism is a bias against…

  • Optimizing Play: Why Theorycrafting Breaks Games and How to Fix It

    Open Access•Christopher A Paul•BOOK•Optimizing Play•2024

    An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn't want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the g…

Computer Science (10 works) · Digital Games and Media (10 works) · Sociology (5 works) · Art (4 works) · Political science (4 works) · Human–computer interaction (3 works) · Impact of Technology on Adolescents (3 works) · Law (3 works) · Linguistics (3 works) · Multimedia (3 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae