Author: Samuel Draxler

Cruel Optimism and Precarious Intimacies: Player Activism, Fan Service, and the Character Economy in Chinese Gacha Games


Siheng Zhu

ABSTRACT:
Anime-style ACG gacha games revolve around a character economy that blends commodified collectibles with intimate fan attachments. This study analyses Chinese gacha game communities as a primary site for understanding how these affective bonds shape fan expectations, modes of participation, and forms of player activism. We argue that affective investments empower deep engagement and co-creative labour, yet also bind players into exploitative cycles of hope and disappointment, producing a precarious intimacy between players and their favoured characters – an intensely felt attachment continually leveraged by game monetization systems. Drawing on Berlant’s concept of cruel optimism and Allison’s theorization of precarity, we examine how gendered expectations, fan service, and the so-called “You No. 1” movement have fuelled recent conflicts between Chinese players and developers. Methodologically, the study combines media analysis and digital ethnography of Chinese online spaces (Weibo, BiliBili, NGA, and forums) from 2020-2024, alongside developer communications and update notes. And by foregrounding the perspectives and practices of Chinese gacha communities, the research shows how fandom-driven activism increasingly shapes game content and how players negotiate – and contest – the structural tensions within the character economy.

KEY WORDS:
affect theory, Chinese game industry, cruel optimism, digital games, fan activism, fan service, gacha, otaku culture, precarity, You No. 1.

DOI:
10.34135/actaludologica.2025-8-2.126-141

HOW TO CITE:
Zhu, S. (2025). Cruel Optimism and Precarious Intimacies: Player Activism, Fan Service, and the Character Economy in Chinese Gacha Games Acta Ludologica, 8(2), 126-141. http://doi.org/10.34135/actaludologica.2025-8-2.126-141

 

Cruel Optimism and Precarious Intimacies: Player Activism, Fan Service, and the Character Economy in Chinese Gacha Games © 2025 by Siheng Zhu is licensed under CC-BY-NC-ND 4.0

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Coping with Loss and Grief in Games: A Case Study of Clair Obscur: Expedition 33


Lucia Novanská Škripcová

ABSTRACT:
This study examines the evolving representation of grief following the death of a loved one in digital games, focusing on the case study of Clair Obscur: Expedition 33. While earlier media often simplified and stereotyped grief, recent digital narratives offer more nuanced portrayals. Drawing on psychological models like the Coping Circumplex Model by Stanisławski and Dimensions of Coping Responses by Moos and Holahan, the paper analyses the coping strategies of four key characters, each embodying distinct ways of processing traumatic loss. The analysis highlights a progressive unfolding of grief within a complex, layered narrative that blends real and fictional worlds. Clair Obscur: Expedition 33 challenges traditional media stereotypes, with reversed gender roles in parental coping and contrasting narrative endings that emphasize either pathological withdrawal or acceptance and reunion. This research demonstrates how digital games provide unique narrative depth and interactivity, enabling players to engage empathetically with multifaceted emotional experiences. The study contributes to media studies and game studies by showing the potential of digital games as a medium for realistic, complex representations of human emotions, highlighting the importance of thoughtful narrative design in portraying coping strategies and grief.

KEY WORDS:
coping strategies, digital games, emotion representation, grief, narrative.

DOI:
10.34135/actaludologica.2025-8-2.112-125

HOW TO CITE:
Novanská Škripcová, L. (2025). Coping with loss and grief in games: A case study of Clair Obscur: Expedition 33. Acta Ludologica, 8(2), 112–125. http://doi.org/10.34135/actaludologica.2025-8-2.112-125

 

Coping with Loss and Grief in Games: A Case Study of Clair Obscur: Expedition 33 © 2025 by Lucia Novanská Škripcová is licensed under CC-BY-NC-ND 4.0

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Systematic Mapping of Non-Digital Games for Teaching Sustainability


Erik von Wangenheim, Eduardo Napoleão, Giorgio Gilwan da Silva, Tiago Vinícius Ficagna, Anita Maria da Rocha Fernandes

ABSTRACT:
One of the greatest challenges for sustainability lies in society’s lack of awareness. Educational games may offer an effective and engaging strategy to bridge this gap, efficiently making complex subjects accessible and driving conscious behaviour. Aiming at a systematic mapping of non-digital games that teach sustainability, the objective of this article is to provide an overview of the state of the art and the factors that influence the quality in terms of learning and player experience. We encountered 10 games on a variety of sustainability themes with diverse characteristics. Most are board games, yet they vary regarding the number of players, the duration, objectives, and mechanics. Although most of these games have been evaluated using a case study or quasi experiments, some lack scientific rigour, not using a well-defined evaluation model with small sample sizes, overlooking crucial factors. Consequently, more rigorous evaluations are necessary to assist game creators in understanding what factors improve the ability of these games to teach sustainability.

KEY WORDS:
environmental education, game design, non-digital game, sustainability.

DOI:
10.34135/actaludologica.2025-8-2.20-42

HOW TO CITE:
von Wangenheim, E., Napoleão, E., da Silva, G. G., Ficagna, T. V., & da Rocha Fernandes, A. M. (2025). Systematic mapping of non-digital games for teaching sustainability. Acta Ludologica, 8(2), 20–42. http://doi.org/10.34135/actaludologica.2025-8-2.20-42

 

Systematic Mapping of Non-Digital Games for Teaching Sustainability © 2025 by Erik von Wangenheim, Eduardo Napoleão, Giorgio Gilwan da Silva, Tiago Vinícius Ficagna, Anita Maria da Rocha Fernandes is licensed under CC-BY-NC-ND 4.0

 

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Beyond the Lookout: Language as a Tool of Deception in Firewatch


Réka Törzsök

ABSTRACT:
Campo Santo and Panic’s Firewatch, the critically acclaimed first-person walking and talking simulator, presents a mystery experienced through the perspective of Henry, a middle-aged man, who assumes the role of a fire lookout as an escape from his troubled domestic life. This paper examines how the plot-twist-based narrative design of Firewatch foregrounds the deceptive dimension of language through the two protagonists’ relationship dynamics. Henry’s sole source of information is his supervisor, Delilah; the central game mechanic involves communication through a walkie-talkie system. The game’s discursive design is not limited to dialogue, as the game environment offers high interactivity, enabling Henry and the player to uncover details about two other significant characters – Ned, a former lookout, and his son, Brian – by perusing various notes and documents. Thus, the various clues discovered during one’s playtime underscore the multifaceted uses of language in both its written and spoken forms. At the same time, the varied manifestations of language during the first half of the game do not accurately foreshadow how the second half of the story unfolds, suggesting that language – at least within the world of Firewatch – is a medium best described as unreliable and deceptive.

KEY WORDS:
deception, digital game, discourse, Firewatch, intersubjectivity, language, narrativity.

DOI:
10.34135/actaludologica.2025-8-2.4-18 

HOW TO CITE:
Törzsök, R. (2025). Beyond the lookout: Language as a tool of deception in Firewatch. Acta Ludologica, 8(2), 4–18. http://doi.org/10.34135/actaludologica.2025-8-2.4-18

 

Beyond the Lookout: Language as a Tool of Deception in Firewatch © 2025 by Réka Törzsök is licensed under CC-BY-NC-ND 4.0

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The Effect of AI-Driven Personalisation in In-Game Advertising on Player Engagement and Purchase Intentions


Radoslav Baltezarević, Ivana Baltezarević

ABSTRACT:
In-game advertising has really taken off as one of the most exciting areas in the gaming world, especially with the help of artificial intelligence and player data that personalise ad content to individual preferences. When ads are relevant and blend seamlessly into the experience, they can greatly enhance player engagement and create a positive impression of brands, boosting their chances of making a sale. Navigating the world of data privacy and technology certainly presents its challenges, but we can rise above them by emphasizing transparent advertising and strong data protection strategies. This paper explores cutting-edge research to understand how artificial intelligence-driven personalisation in in-game advertising affects player engagement and consumer behaviour, all while maintaining a seamless user experience. It also highlights key ethical and regulatory concerns, particularly around data usage. According to the findings, making in-game advertising effective in the future hinges on adaptive personalisation, user control, and a commitment to privacy regulations.

KEY WORDS:
artificial intelligence, artificial intelligence-driven personalisation, digital games, in-game advertising, player engagement, purchase intentions.

DOI:
10.34135/actaludologica.2025-8-2.44-58

HOW TO CITE:
Baltezarević, R., & Baltezarević, I. (2025). The effect of AI-driven personalisation in in-game advertising on player engagement and purchase intentions. Acta Ludologica, 8(2), 44–58. http://doi.org/10.34135/actaludologica.2025-8-2.44-58

 

The Effect of AI-Driven Personalisation in In-Game Advertising on Player Engagement and Purchase Intentions © 2025 by Radoslav Baltezarević, Ivana Baltezarević is licensed under CC-BY-NC-ND 4.0

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From Chronicles to Quests: Integrating Historical Sources into the Digital Games Kingdom Come: Deliverance


Hana Pravdová, Monika Cihlářová

ABSTRACT:
This study examines how Warhorse Studios achieves a balance between historical accuracy and an engaging gaming experience in the Kingdom Come: Deliverance series. The aim of the research is to identify key aspects that have managed to maintain the highest degree of verifiable authenticity in game development, reveal areas where significant compromises have been made to enhance playability, and describe how narrative design integrates the aesthetic and interactive aspects of the game world. The methodology combines selected methods of logical analysis, a qualitative method using semi-structured interviews with developers, and the study and analysis of expert sources focused on historical games. The study shows that Warhorse projects emphasize in-depth research of historical sources, from topography and urbanism to sacred buildings and ethical and cultural patterns of everyday life, with consultations with internal and external historians. At the same time, it demonstrates that certain game mechanics, such as fast travel, visual guidance of the player, and simplification of dialogues and clothing details, are necessary for smooth and intuitive interaction. By incorporating fictional stories into the gaps in historical records, the narrative design shows how factual boundaries can be preserved while offering dynamic player freedom.

KEY WORDS:
accuracy, authenticity, digital games, Kingdom Come: Deliverance, ludoforming, medievalism.

DOI:
10.34135/actaludologica.2025-8-2.60-74

HOW TO CITE:
Pravdová, H., & Cihlářová, M. (2025). From chronicles to quests: Integrating historical sources into the digital games Kingdom Come: Deliverance. Acta Ludologica, 8(2), 60–74. http://doi.org/10.34135/actaludologica.2025-8-2.60-74

 

From Chronicles to Quests: Integrating Historical Sources into the Digital Games Kingdom Come: Deliverance © 2025 by Hana Pravdová, Monika Cihlářová is licensed under CC-BY-NC-ND 4.0

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Assassin’s Creed: From Leap of Faith to Brand Value


Dinko Jukić

ABSTRACT:
This study researches the concept of branding in Assassin’s Creed games and monetisation models. By analysing the profitability matrix, the Assassin’s Creed franchise consistently achieves financial results. The synergy between brand image, monetisation, and profitability has reinforced the digital game’s position in the gaming industry, ensuring its enduring success. Both qualitative and quantitative methods were used. The paper uses Kapferer’s brand identity model and Keller’s CBBE model as central analytic tools for an in-depth understanding. The analysis shows a correlation between game reviews and revenues but suggests further analysis to identify other factors influencing revenues, such as DLCs and brand image. Regression analysis results indicate a moderate positive correlation (Multiple R = 0.477) between the median reviews and revenues, while ANOVA suggests no statistically significant relationship (p > 0.05). A strong positive correlation (r = 0.809) was found between the number of game versions, including DLCs, and total revenues. Mathematical models quantify the percentage price increase, added value, brand loyalty index, total revenues, and the probability of choosing a particular game version. A conceptual framework of the utility function is proposed. The paper presents the brand relationship, particularly from the aspect of brand identity and brand image.

KEY WORDS:
Assassin’s Creed, brand image, digital game, monetisation, profitability matrix, revenue.

DOI:
10.34135/actaludologica.2025-8-2.76-95

HOW TO CITE:

Jukić, D. (2025). Assassin’s Creed: From leap of faith to brand value. Acta Ludologica, 8(2), 76–95. http://doi.org/10.34135/actaludologica.2025-8-2.76-95

 

Assassin’s Creed: From Leap of Faith to Brand Value © 2025 by Dinko Jukić is licensed under CC-BY-NC-ND 4.0

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Sorrowful Be the Heart, Penitent One:Medievalism, Religion, and Cultural Memory in Blasphemous


Michele Varini, Nicola Costalunga

ABSTRACT:
Michele Varini, Nicola Costalunga ABSTRACT: This essay analyses Blasphemous, a Spanish independent digital game that recontextualises Catholic iconography and medievalist visual cultures in pixel-art form and ritualised play. Drawing on Andalusian Catholic traditions, the game constructs a symbolic world characterised by the figurations of guilt, penance, and redemption. Taking on sacred and profane models, social imaginaries, and myth, the study delves into how Blasphemous combines theology and mechanics to create a digitally bodied penance. Methodologically, the research brings visual semiotic analysis, digital game analysis, and visual ethnography together in an attempt to see how sacred space, relics, and ritual forms function narratively and interactively. The analysis suggests how Blasphemous constructs a form of ludic theology that enacts spiritual suffering by repetition, cycles of death and resurrection, and acts of confession. It also comments on the fact that the high cultural specificity of the game coexists with its global popularity, and it echoes larger conflicts between authenticity and access within the global independent game industry. In recontextualising religious and historical symbolism for a contemporary gaming public, Blasphemous shows that independent games are media for narrative experimentation, cultural commemoration, and symbolic recuperation in the digital age.

KEY WORDS:
Catholic iconography, cultural memory, digital game analysis, ludic theology, medievalism, religion, ritual.

DOI:
10.34135/actaludologica.2025-8-2.96-111

HOW TO CITE:
Varini, M., & Costalunga, N. (2025). Sorrowful be the heart, Penitent One: Medievalism, religion, and cultural memory in Blasphemous. Acta Ludologica, 8(2), 96–111. http://doi.org/10.34135/actaludologica.2025-8-2.96-111

Sorrowful Be the Heart, Penitent One: Medievalism, Religion, and Cultural Memory in Blasphemous © 2025 by Michele Varini, Nicola Costalunga is licensed under CC-BY-NC-ND 4.0

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