An analysis of several passages from Nietzsche's 'Thus Spoke Zarathustra' is used to explore possible reasons for the attractiveness of videogame worlds.
To examine the relationship between alexithymia and digital problem behaviour, a systematic review was conducted. Problematic internet use, problematic use of social media and problematic gaming...Show moreTo examine the relationship between alexithymia and digital problem behaviour, a systematic review was conducted. Problematic internet use, problematic use of social media and problematic gaming behaviour are included as types of digital problem behaviour. The main research question is: How is alexithymia related to problematic use of internet, social media and videogames? To examine the relationship, a systematic research was conducted. After having executed the research 266 articles were selected. However, after excluding all of the identical articles only 167 were left. Out of the 167 studied, 23 studies were included. Studies were excluded if they were not labelled as empirical, written in another language than English or Dutch; and lastly, if they had a clinical sample besides alexithymia. The selected studies were double coded on the methodological features: chosen study design, sample size, and used research instruments. Combining all 23 studies a total of 41.274 participants was established. The median of all these studies was 429 participants. From the 23 studies, 14 were about problematic internet use, 3 about problematic use of social media and 6 about problematic gaming behaviour. 20 of the 23 studies found a positive significant relationship between alexithymia and problematic internet use, problematic use of social media and problematic gaming behaviour. However, the reliability of the results is questionable. Due to the fact that the cross-sectional design and sample size of all studies do not allow to draw strong conclusions. Furthermore, the use of only self-report does not contribute to the quality of the studies. Follow-up research of better quality will be necessary to draw valid conclusions about the relationship between alexithymia and digital problem behaviour.Show less
War videogames support and reproduce neo-imperialist rhetoric and world views. Videogames, due to their interactive nature, differ from any other cultural product and allow the consumer (player) to...Show moreWar videogames support and reproduce neo-imperialist rhetoric and world views. Videogames, due to their interactive nature, differ from any other cultural product and allow the consumer (player) to actively participate in the embedded narratives present in any game. In the following thesis, interviews with members of the military have been carried out and five videogames have been considered in the analysis (America’s Army: Proving Grounds, Airman Challenge, Counter Strike: Global Offensive, Battlefield 3 and Arma 3). Through a Gramscian approach, benefiting from concepts such as hegemony and persuasion and the understanding of ideas as material forces, and the use of audiovisual methods, the research has explored the role of absence and impossibility in the reproduction of hegemonic worldviews in war videogames.Show less
De videogame wordt in verschillende velden steeds serieuzer genomen, waaronder beeldende kunst. Hoe gaan kunstenaars en musea om met dit veelzijdige medium? En hoe past het interactieve element van...Show moreDe videogame wordt in verschillende velden steeds serieuzer genomen, waaronder beeldende kunst. Hoe gaan kunstenaars en musea om met dit veelzijdige medium? En hoe past het interactieve element van de game daarin, zowel algemeen als in specifieke tentoonstellingen? In dit onderzoek staan deze en andere elementen van gametentoonstellingen centraal, waarbij het Victoria & Albert Museum als case study wordt gebruikt.Show less
In dit eindwerkstuk staat het onderwerp mediëvalistische beeldvorming in videogames centraal. Naast een theoretische literatuur onderzoek, is ervoor gekozen om het spel Kingdom Come: Deliverance ...Show moreIn dit eindwerkstuk staat het onderwerp mediëvalistische beeldvorming in videogames centraal. Naast een theoretische literatuur onderzoek, is ervoor gekozen om het spel Kingdom Come: Deliverance (2018) als casus te gebruiken om een hypothese te testen en vervolgens een vraag te antwoorden gebaseerd verzamelde data uit het spel. Kingdom Come: Deliverance is een role-playing game en heeft een gemiddelde speelduur van 90 uur. Daarom is ervoor gekozen om alleen de hoofd narratief te volgen in de vorm van de ‘main quest line’ en de keuzes de speler kan maken binnen deze narratief. De hypothese luidt als volgd; ‘hoe strakker de narratief in Kingdom Come: Deliverance, hoe beperkter de ludologische vrijheid van de speler.’ Om deze hypothese context te geven is het van belang om alvorens een theoretisch raamwerk op te zetten op het gebied van mediëvalisme in video games, analysemethodes van narratieven in video games en de structuur-en semiotiek van quests. Deze zullen allemaal onderbouwd worden aan de hand van voorbeelden uit Kingdom Come: Deliverance. Ook zal er een korte voorgeschiedenis worden gegeven van videogames met een middeleeuwse setting bij wijze van inleiding, met name om inzicht te geven in hoe games met deze historische setting er vandaag de dag eruit zien en waarom. Voorafgaand aan het analyseren van de data zal er een beknopte uiteenzetting van de regels worden gegeven, waaraan werd vastgehouden tijdens het verzamelen van de quest data. De verzamelde gegevens en het eerdere theoretische raamwerk zouden een interessant perspectief kunnen bieden op hoe de middeleeuwen worden afgebeeld in moderne verhaalgedreven videogames.Show less
The purpose of this thesis is to discern whether Dutch gamers and non-gamers want to play games in Dutch and if so, what they think of existing translations. In order to investigate the research...Show moreThe purpose of this thesis is to discern whether Dutch gamers and non-gamers want to play games in Dutch and if so, what they think of existing translations. In order to investigate the research question, an online survey was created and distributed amongst a Dutch sample audience consisting of five different types of gamers, including non-gamers; questions involved the subject’s opinions on several areas of videogame translation and localisation, with a focus on subtitling and dubbing. My hypothesis was that the target group would be willing to play more games if a higher number of them were translated into Dutch in the first place, or if current videogame translations were improved upon in some way. Only the first part of the hypothesis turned out to be false.Show less