Category: Game studies (Page 2 of 11)

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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Understanding Auditory Space in Digital Games for Visually Impaired People


Tomáš Farkaš

ABSTRACT:
The article seeks to establish a foundational framework for comprehending crucial definitions and concepts related to auditory space in digital gaming, particularly focusing on audio games designed for visually impaired individuals (VI), often devoid of graphical interfaces. While existing studies often emphasize players’ interactions with interfaces and the acquisition of real-life skills, this text explores audio games through the lens of entertainment and immersion. Numerous studies indicate a demand among visually impaired players for more intricate and challenging games, incorporating elements usually used in standard digital gaming experiences. By combining definitions from both audio and traditional digital games, this article broadens the scope of sound design considerations, encompassing various aspects and classifications. It presents several auditory dimensions, consolidating them into a comprehensive dimension called attenuation, putting their roles within a game’s context. The author is a sound designer currently working on an audio game; therefore, many of the presented definitions are also a guide that will represent some of his own considerations while working on this game. These include not only the use of binaural or ambisonic sound but also understanding the ways and means of how to work with (3D) space in the context of audio and its possible functions.

KEY WORDS: 
ambisonic sound, attenuation, audio games, auditory dimensions, auditory space, binaural sound, digital games, sound, sound design, visually impaired.

DOI:
10.34135/actaludologica.2024-7-1.136-150

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Transformations in the Visual Presentation of Czech Games: The Evolution of Game Box Art from 1989 to 2010


Kristína Pupáková

ABSTRACT:
This study investigates the evolution of game box art graphic design in the Czech context between 1989 and 2010. It examines how visual communication mediated by box art transformed in response to technological, market, and cultural influences. Game box art is defined as a multimodal medium with protective, aesthetic, communicative, and marketing functions, pivotal in shaping player expectations and decision-making. The research charts a historical progression, identifying three main stages: an amateur period (1989-1995) characterized by variability and often handmade designs; commercial standardization (1996-2000) featuring more sophisticated illustrations and emerging marketing strategies; and a period of professionalization and visual sophistication (2001-2010) reflecting international standards and advanced digital techniques. This study situates these Czech developments within global trends and the transformative shift towards digital distribution, particularly after 2010, aiming to delineate the chronological adaptation of visual approaches.

 

KEY WORDS:
Czech gaming industry, digital distribution, digital games, game box art, game marketing, graphic design, history, paratexts, visual communication, visual semiotics.

DOI:
10.34135/actaludologica.2025-8-1.118-136 

HOW TO CITE:
Pupáková, K. (2025). Transformations in the visual presentation of Czech games: The Evolution of game box art from 1989 to 2010. Acta Ludologica, 8(1), 118–136. https://doi.org/10.34135/actaludologica.2025-8-1.118-136

Transformations in the Visual Presentation of Czech Games: The Evolution of Game Box Art from 1989 to 2010 © 2025 by Kristína Pupáková is licensed under CC-BY-NC-ND 4.0

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Every-body at Play: Fostering Understanding of the Somatic to Enrich Play Experiences


Christopher Noël

ABSTRACT:
This article aims to describe a new framework to think about the feelings of having a body in the context of digital games. By understanding how abstract thoughts stem from embodied experiences through phenomenology, the importance of the aesthetic experience of the body is highlighted as a source of meaning-making. From there, a delve into somaesthetics regarding the experience of being a specific body (or hexis) is used as a focal point both for thinking about existing games and to picture new types of interactions, in an effort to express more diverse and detailed somatic experiences. Subsequently, a brief analysis of two existing games: the virtual reality title Broken Edge, as well as Hand Simulator. Finally, we conclude with an explanation of our own design process, by demonstrating how the somaesthetics framework was used first analytically and how its insight informed practical applications in the context of our research-creation process.

 

KEY WORDS:
body, digital games, embodiment, estheme, somaesthemes, somaesthetics.

DOI:
10.34135/actaludologica.2025-8-1.98-116

HOW TO CITE:
Noël, C. (2025). Every-body at play: Fostering understanding of the somatic to enrich play experiences. Acta Ludologica, 8(1), 98–116. https://doi.org/10.34135/actaludologica.2025-8-1.98-116

Every-body at Play: Fostering Understanding of the Somatic to Enrich Play Experiences © 2025 by Christopher Noël is licensed under CC-BY-NC-ND 4.0

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From Play to Belonging: Board Game Cafes as Mediators for Social Wellness and Community Building in Japan


Allan Novaes, Lizbeth Kanyat

ABSTRACT:
This study examines board game cafes as spaces of sociability and community building in urban Japan, analysing how the concepts of third place and ibasho manifest within these establishments. The research employed a three-stage ethnographic methodology in nine Tokyo board game cafes, comprising participant observation, online surveys, and interviews. The investigation focused on space design, user profiles, business models, sociability, game selection, and alignment with third place and ibasho frameworks. Findings reveal two primary strategies employed by board game cafes to cultivate an ibasho environment: the play-centred experience, encompassing ludic culture and gaming practices that promote social interaction through collaborative and party games, and the socialization-centred experience, including customer retention initiatives such as food and beverage offerings and social media engagement. Results indicate that board game cafes function beyond traditional third places, emerging as ibasho spaces that address contemporary Japanese social challenges such as isolation, loneliness, and technological dependence. This study provides comprehensive insights into how board game cafes foster community building, social inclusion, and personal growth through their operational frameworks and social initiatives, contributing to the understanding of modern urban social spaces in Japan.

 

KEY WORDS:
board game cafes, consumption studies, ibasho, loneliness, social isolation, third place.

DOI:
10.34135/actaludologica.2025-8-1.78-97

HOW TO CITE:
Novaes, A., & Kanyat, L. (2025). From play to belonging: Board game cafes as mediators for social wellness and community building in Japan. Acta Ludologica, 8(1), 78–97. https://doi.org/10.34135/actaludologica.2025-8-1.78-97

From play to belonging: Board game cafes as mediators for social wellness and community building in Japan © 2025 by Allan Novaes & Lizibeth Kanyat is licensed under CC-BY-NC-ND 4.0

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