After immersing myself in the campaign of Blizzard Entertainment’s StarCraft II: Legacy of the Void, and finally finishing the game, I have constructed a data visualization that displays the interactive network of all the characters. The characters exist as nodes; their interactions with one another exist as edges. It exists in the present as a […]Read more "Affective Symmetry"
Let me make something apparent, to which I am sure my previous posts have alluded: I am a fledging game studies scholar. I love video games and I have gained much of my analytic and comprehensive skills from playing countless games in tandem with reading countless books through my life. While my formal study would […]Read more "Blizzard and the Snowflake: The Cold Reception of the Digital"
I would like to begin where I left off with my last post: the non-reductive distinction in video games between ludology and narratology prompted from Caroline Bassett’s “Canonicalism and Cannibalism” where she surveys the ludology versus narratology debate in video games through the lens of the computational turn. Following my meditation upon the necessary dependence […]Read more "Cake, Feelings, and Creative Critique"
One article that managed to fly under the radar during our last few sessions has been Caroline Bassett’s “Canonicalism and the Computational Turn.” Though Bassett offers a surveying look at how various disciplines and mediums have negotiated the computational turn, I am particularly interested in her discussion of game studies found under the section entitled […]Read more "Here be Dichotomies"
In a recent discussion in my seminar on the digital humanities, my colleagues and I explored two distinct, and, of course, contested definitions of Digital Humanities, or DH. David Golumbia defines the two definitions of digital humanities as “the “narrow” definition of DH, or recently “‘DH’ with capital letters,” or what I and some others […]Read more "How We Became Digital Humanists"