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Civilization 6 Loves Colonialism
Civilization 6 Loves Colonialism YouTube video by Vegard Fotland

Just made a little video essay exploring some of the weird rhetorical arguments and narratives created by Civilization 6's systems and mechanics.

#videoessay #civilization #videogames #ludology

www.youtube.com/watch?v=RcPN...

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Portada del Homo Ludens

Portada del Homo Ludens

El último libro de gamedev de 2025!!! Viene con un pelín tarde pero weno

Homo Ludens de Johan Huizinga ♟️👑

#books #gamedesign #ludology

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Honestly though, I'd have to agree with this statement:

"I get a little worried, and fear a superficial and rather messy work, when initially considering the differences of Jackstraws – pick up straws – FIFA World Cup and Counterstrike." 😆

#gamestudies #ludology #philosophyofsports

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What is the best possible opening move in tic-tac-toe? Provide 2 different answers and explain why each of them is objectively the best move.

#gamedesign #gamestudies #ludology

(Inspired by @jdragsky.bsky.social Super Mario provocation, to see if BlueSky can have real game discussions.)

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I know #Ludology is super unfashionable in #GameStudies, but I’ve waited 30 years for long hair on assumed male humans so fashion is never my top priority.

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What makes a game truly experimental? Mechanics, narrative, player input—or just breaking the medium’s unspoken rules? Been thinking about this today.
What’s your take?

#videogames #gamedesign #experimentalgames #indiegames #gamingculture #gamethoughts #ludology

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Preview
a video game that says it 's dangerous to go alone ALT: a video game that says it 's dangerous to go alone

It's dangerous to go alone, take these! #ludology #twinpeaks #twinpeaksedit #twinpeaksmemes #zelda #zeldas #linksawakening #linksawakeningxd #linksawakeninghd #linksawakeningdx

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Please help. Which of these is the opposite of ludonarrative dissonance?
* Ludonarrative Consonance
* Ludonarrative Harmony
* Ludonarrative Resonance
#gamedesign #ludology

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two men standing next to each other with the words how will they know if you don 't use hashtags ALT: two men standing next to each other with the words how will they know if you don 't use hashtags

Oh wow! Look what I found! #kingdomcomedeliverance #KingdomComeDeliverance2 #kingdomcomedeliverance2 #KingdomComeDeliveranceII #kingdomcomedeliveranceii #kingdomcomedeliverancegame #ludology #dice #gwent #gwentcards

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a woman in a green dress is dancing with the words hashtag slay below her ALT: a woman in a green dress is dancing with the words hashtag slay below her

Cough...here... #kingdomcomedeliverance #KingdomComeDeliverance2 #kingdomcomedeliverance2 #kcd2 #skyrim #skyrimdaily #ludology

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#ludology #dnd #dragon #marketing #cheers

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a man with a mustache is saying i like poetry in a dark room . ALT: a man with a mustache is saying i like poetry in a dark room .

Just to help this hit as many people as possible. #ludology #vídeogames #videogames #poetry #poetryofinstagram #poetrygram

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a man in a suit is standing in front of a sign that says hashtag tag ALT: a man in a suit is standing in front of a sign that says hashtag tag

Don't forget about these! #indiegames #indiegameslover #indiegamesdaily #ludology #theroottreesaredead #point and click #pointandclick #pointandclickgame #pointandclickgames #Investigations #investigations

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Ludology 335 Who's This For?

A very interesting episode of Ludology reflecting on game audiences, niches, and who we design for.

Give it a listen!

#gamedesign #gameaudience #podcast #ludology

open.spotify.com/episode/0nRl...

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Preview
perulainen Latin American Game studies.

Hello again, here is the web version of my Master's thesis in English, "Counterforensic Ludology: An approach to critical work with board games": www.perulainen.com/thesis/cover

#gamestudies #ludology

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The cover of The Middle Ages in Computer Games by Robert Houghton features a medieval theme blended with digital aesthetics. The title is prominently displayed in a pixelated font, suggesting the intersection of history and gaming.

A subtle image of a sword is integrated into the background, reinforcing the medieval theme. The dark grid-like texture adds a modern, digital feel, aligning with the book's focus on computer games.

Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them.


This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

The cover of The Middle Ages in Computer Games by Robert Houghton features a medieval theme blended with digital aesthetics. The title is prominently displayed in a pixelated font, suggesting the intersection of history and gaming. A subtle image of a sword is integrated into the background, reinforcing the medieval theme. The dark grid-like texture adds a modern, digital feel, aligning with the book's focus on computer games. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.

511. THE MIDDLE AGES IN COMPUTER GAMES: LUDIC APPROACHES TO THE MEDIEVAL AND MEDIEVALISM

👉 www.thevideogamelibrary.org/book/the-mid...

@robehoughton.bsky.social #GTM #GamingThePast @midagesmodgames.bsky.social #Booksky #Gaming #GameStudies #Ludology #MedievalSky #BaldursGate #TheWitcher

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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.

Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

403. PERSUASIVE GAMES: THE EXPRESSIVE POWER OF VIDEOGAMES

👉 www.thevideogamelibrary.org/book/persuas...

#GameStudies @ibogost.bsky.social #PersuasiveGames #Gaming #Booksky #Pyschology #Ludology @mitpress.bsky.social

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The book is dedicated to the art history and cultural studies of video games as a multimedia interactive artistic form. 


Drawing on her gaming experience, the author describes and analyzes a range of offline games with developed narrative lines (quests, role-playing games). Analytical chapters are preceded by an examination of general cultural, aesthetic, and social issues related to video games. 


A separate essay is devoted to the prehistory and early pre-graphic period of computer games, which were initially text-based.

The book is dedicated to the art history and cultural studies of video games as a multimedia interactive artistic form. Drawing on her gaming experience, the author describes and analyzes a range of offline games with developed narrative lines (quests, role-playing games). Analytical chapters are preceded by an examination of general cultural, aesthetic, and social issues related to video games. A separate essay is devoted to the prehistory and early pre-graphic period of computer games, which were initially text-based.

391. VIDEO GAMES: GENERAL ISSUES, PAGES OF HISTORY, INTERPRETATION EXPERIENCE
(Каманкина М.В. Видеоигры: общая проблематика, страницы истории, опыт интерпретации)

👉 www.thevideogamelibrary.org/book/video-g...

#GameStudies #CulturalStudies #Ludology #Gaming #VideoGames #Booksky #PCGaming

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This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view.


Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‑floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience.


In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‑floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

378. SPACE AND PLAY IN JAPANESE VIDEOGAME ARCADES

👉 www.thevideogamelibrary.org/book/space-a...

@jeremiepgagnon.bsky.social #Arcade #GameStudies #Gaming #Booksky #MediaStudies #Ludology #CulturalStudies #アーケード

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Chris has also given his weekly recommended reading, but you'll need to check out the entire article to get your essential dose of what we believe is some of the best journalism out there. #crazytaxı #crazytaxi #crazytaxi3 #crazytaxi2 #TimWalz #timwalz #ludology #retro #retrovibes

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Book Cover

Book Cover

334. GAME CULTURE #1: MASS EFFECT - SCIENCE FICTION AND ROBOTS IN MASS EFFECT
(Effetto di massa. Fantascienza e robot in Mass Effect)

👉 www.thevideogamelibrary.org/book/game-cu...

#GameStudies #MassEffect #N7 #N7Day #BioWare #UnicopliGameCulture #Italia #Gaming #Booksky #Ludology

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Book Cover

Book Cover

325. KILLER7: PROFILE OF AN AUTEUR VIDEO GAME
(Killer7. Identikit di un videogioco d'autore)

👉 www.thevideogamelibrary.org/book/killer7...

#GameStudies #GrasshopperManufacture #SUDA51 #Killer7 #キラーセブン #EdizioniUnicopli #FilippoVanzo #Booksky #Gaming #Biography #Ludologica #Ludology

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