How young adult videogames materialize senses of self through ludonarrative affects
Understanding identity and embodiment through sociomaterial analysis
Bibliographic Data
| ID | 21785477 |
|---|---|
| Authors | Christian Ehret (0000-0002-7589-1974, McGill University, corresponding author), Emily Mannard (0000-0003-1734-6529, McGill University), Jen Scott Curwood (0000-0003-0995-2078, The University of Sydney) |
| Year | 2022 |
| Volume | 47 |
| Issue | 3 |
| Pages | 341-354 |
| Publication date | 2022-07-03 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Learning Media and Technology (JOURNAL) |
| Journal identifiers | ISSN: 1743-9884 • E-ISSN: 1743-9892 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17439884.2022.2066125 |
| OpenAlex | W4293235713 |
| Language | EN |
| Citations received | 2 |
| References cited | 42 |
This article contributes a novel mode of sociomaterial analysis that develops critical methodologies to analyze how videogames participate in the production of affect during gameplay. The authors report on a multi-year international study addressing representations of youth in Young Adult Videogames (YA Games), or games played through the perspective of an adolescent. Over 450 hours of gameplay, researchers used ludo-narratological concepts to create a novel methodological approach to critical game analysis through which player-researchers attune themselves to the affects of ludonarrative harmony and dissonance as units of analysis, asking: How do moments of ludonarrative harmony and dissonance in YA Games produce senses of being an adolescent? Analyzing how ludonarratives participate in the production of affect in YA Games foregrounded social constructions of youth, including experiences with mental health. Implications for attending to affect in videogame criticism are discussed, as well as pedagogies for focusing on adolescents’ affective attunement to ludonarratives
Aesthetics · Art · Attunement · Cognitive dissonance · Criticism · Sociology · Communication · Digital Games and Media · Gender, Feminism, and Media · Impact of Technology on Adolescents · Psychology · Social Psychology
Good Video Games and Good Learning
Social Linguistics and Literacies
Act Your Age!
Identity and Agency in Cultural Worlds
How Games Move Us
Unified Discourse Analysis
How to Talk about Videogames
Literature, Videogames and Learning
Video Games
Games and Narrative
Genre and game studies
Shifting the Conversation around Teaching Sensitive Topics
Games as Text, Games as Action
What's Happening in YA Literature? Trends in Books for Adolescents
Tensions in Teaching Adolescence/ts
Embodied Composition in Real Virtualities
Bean’s World”
The ordinary player
Feeling Worlds
Theorizing Vitality in the Literacy Classroom
It is All in Your Head
The embodied rhythms of learning
Encountering Affect
Narrative Structures in Computer and Video Games
Moments of Teaching and Learning in a Children's Hospital
| Unique citing works | 2 |
|---|---|
| Citations per year | 1 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |