scholarly journals CONTEMPORARY RECEPTION OF EDDIC THEMES IN NEW MEDIA: VIRTUAL 'NORDIC' IDENTITIES, CASE STUDY: DARK AGE OF CAMELOT

2020 ◽  
Vol 37 (1) ◽  
pp. 38-54
Author(s):  
Ester Jiresch ◽  
Vincent Boswijk

This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, since those media are growing notably and especially computer games (console and online applications) reach an enormous audience.Scientific interest in them has increased in recent years. Miller mentions the 'sexiness of Vikings in video games, the pretense of Viking-like settings for popular television programs […]' (Miller, 2014, p. 4). The case study is Dark Age of Camelot (DAoC – Mythic Entertainment 2001) which is a MMORPG (Massive Multiplayer Online Role Playing Game) that is currently (2015) still available to play online. We will show examples of themes (characters, narratives, objects etc.) deriving from Eddic texts and how they are represented and deployed in the game. Since the representation of 'Nordic' identity is a key feature in the game's construction, it will therefore be addressed as well. The fictional world of DAoC consists of three realms – Albion, Hibernia and Midgard – that are at war with each other. Their (human) inhabitants are respectively based on medieval Anglo-Saxon, Celtic and Norse tribes that differ distinctively in their character traits. Our goal is to elaborate on the representation of identity traits of the fictional 'Norse' races (as defined by the game) that appear in DAoC. We will scrutinize if and how the game uses older or more current concepts of (national) identity. In order to do so, an overview of Scandinavian / Nordic identity constructions that have been popular and / or widespread from antiquity will be presented, via medieval sources to romanticism and nineteenth century nationalism until current discussions of national identity.

Author(s):  
Mark G. Elwell

This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Life. All users can not only freely join, but also construct and implement role playing games of their own design. Consequently, new games are constantly emerging, and others either persisting or failing. The resulting body of practice has implications for business, technological, and social dimensions of computer games. To elucidate these implications, this chapter presents the case of the Role Play Nexus, a venue created for role playing game designers, managers, and players to share experiences, questions, resources, and proposals for sustainable ventures and communities in Second Life. Issues, controversies, and problems are identified, and solutions and recommendations discussed. Source material is drawn from transcripts of public lectures, discussions and demonstrations, from interviews, and from participant observation.


Author(s):  
Seyed Abdollah Shahrokni

This chapter explains the process of collecting data for an ethnographic case study in a Massively Multiplayer Online Role-playing Game (MMOG) called Stronghold Kingdoms, describing the methodological aspects of the study such as the research site, participants, data collection sources, and analysis. Further, the chapter explains the challenges encountered while conducting the study, including entering and becoming a member of the game community, data collection and analysis in an ever-changing world, being a participant-observer and the risk of going native, and participant attrition. Finally, the chapter provides some solutions and recommendations for researchers interested in conducting studies in MMOG settings.


2015 ◽  
Vol 77 (19) ◽  
Author(s):  
Ibrahim Ahmad ◽  
Azizah Jaafar ◽  
Mohd Fairuz Iskandar ◽  
Tarisa Makina

This study is related to the users’ gaming experience which is gained through a set of users’ activities to play computer games. The activities are designed based on the features of games that are desired by the users. As a result, the RPG computer games have been designed and user gaming experience via questionnaire has been tested. There are seven constructs measuring the immersive, flow, competence, tension, challenge, positive affect and negative affect. The results showed the constructs that lead to positive values is indicated by the mean value for the user’s gaming experience is very good, and vice versa for the mean construct geared negative value


Author(s):  
Jerry Pournelle

Computers aren’t just for writing letters, calculating how much money you’ve lost in the stock market, or e-mailing the entire family about the cancer-stricken boy who is collecting business cards (or is it get-well cards?). No, computers also have a more useful purpose—gaming. Here are ten games that you can waste many hours of your life playing. Tetris (http://www.tetris.com)—Polygons fall from the sky. Make rows of bricks out of the polygons. Repeat. Simple. . .until the polygons are dropping so fast you have less than second to find a place for the current piece and the incomplete rows start building up. . .game over. So you play again. . .you’re addicted. Simple enough for a three year old to play, yet so baffling that the kid will probably outscore you. University students have turned high-rise buildings into giant Tetris games, the record holder being a 15 story academic tower in the Netherlands. Solitaire (probably on your computer right now)—Along with Minesweeper and Hearts, this is how we wasted time at work in the days before we had Internet access at our desks and could check scores on ESPN’s Web site all day. Civilization I/II/III (http://www.civ3.com/)—A sandbox for your Napoleon complex. Start from the Iron Age and lead your people into the nuclear age by investing in scientific research and exploring new terrain. Make friends with other civilizations, or roll your tanks right up to their doorsteps. Deus Ex (http://www.deusex.com/)—Like other first-person shooter games (such as Doom and Quake), this game is gory and not for kids. Unlike Doom and Quake, you don’t have to shoot everything that moves to win. Stealth, non-lethal methods of neutralizing the enemy, and an open mind will get you through this game of near-future intrigue. Everquest (http://everquest.station.sony.com/)—The most well known MMORPG (Massively Multiplayer Online Role Playing Game). Dungeons and Dragons players no longer have to leave their house and interact with real people. This is probably the only game on this list given as a reason for divorce.


2018 ◽  
Vol 41 (3) ◽  
pp. 303-313
Author(s):  
Mary Beth Willard ◽  

I present a case study of the use of a table-top role-playing game in a mid-level course that presupposes no previous familiarity with philosophy. The course covered philosophical analyses of propaganda and language, and the pedagogical purpose of the game was to help students grasp the basics of philosophical and linguistic theories of assertion quickly. The game, Sign, directs players to create a signed language collaboratively, and thus forces them to pay attention to the subtle ways in which communication occurs.


2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


2021 ◽  
Vol 4 (1) ◽  
pp. c20-27
Author(s):  
AMELIA JATI ROBERT JUPIT ◽  
JIAN WEI FAN ◽  
SARAH SAMSON JUAN

Air pollution has been on the rise and poses a severe problem that needs the public’s attention and action. There is an urgency to raise awareness about air pollution among the people. Computer games can be used as a medium to raise awareness about topics of interest, such as air pollution. We have conducted an online preliminary survey among public members through random sampling to study their awareness level on air pollution and general opinion about a computer game. From the survey, we have found that the public has inaccurate knowledge about air pollution, and some of them were not aware that they have directly contributed to air pollution as well. The survey has also revealed that there is a need for role-playing game (RPG) educative games for the public. Thus, an edutainment RPG computer game entitled “AirXorcist” was developed using the Agile methodology to raise awareness about air pollution. We have also employed a story-telling method in the game to educate players about air pollution. Two tests, namely pre-game and post-game tests, were conducted to determine whether the game can raise public awareness about air pollution. From the analysis, we obtained the t-test statistics = -7.072 and p-value = -0.000002. The result shows sufficient evidence to suggest that the AirXorcist game has successfully helped relay information and raise public awareness about air pollution.


Author(s):  
Elizabeth A. S. Bagley ◽  
David Williamson Shaffer

A growing body of research suggests that computer games can help players learn to integrate knowledge and skills with values in complex domains of real-world problem solving (P. C. Adams, 1998; Barab et al., 2001; Gee, 2003; Shaffer et al., 2005; Starr, 1994). In particular, research suggests that epistemic games—games where players think and act like real world professionals—can link knowledge, skills, and values into professional ways of thinking (Shaffer, 2006). Here, we look at how a ten hour version of the epistemic game Urban Science developed civic thinking in young people as they learned about urban ecology by role-playing as urban planners redesigning a city. Specifically, we ask whether and how overcoming authentic obstacles from the profession of urban planning in the virtual world of a role playing game can link civic values with the knowledge and skills young people need to solve complex social and ecological problems. Our results from coded pre- and post-interviews show that players learned to think of cities as complex systems, learned about skills that planners use to enact change in these systems, and perhaps most important, learned the value of serving the public in that process. Two aspects of the game, tool-as-obstacle and stakeholders-as-obstacle, contributed to the development of players’ civic thinking. Thus, our results suggest that games like Urban Science may help young people—and thus help all of us—identify and address the many civic, economic, and environmental challenges in an increasingly complex, and increasingly urban, world.


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