| CARVIEW |
Select Language
HTTP/1.1 200 OK
Date: Wed, 28 Jan 2026 06:56:12 GMT
Server: Apache/2.4.41 (Ubuntu)
Strict-Transport-Security: max-age=31536000
Vary: Accept-Encoding
Content-Encoding: gzip
Content-Length: 1507
Content-Type: text/html; charset=UTF-8
Gamestudies.org
https://gamestudies.org
The international journal of computer game research
-
Ana Bahia
Why Flash Games Still Matter: Re-signifying Minor Platform Creators in Videogame History
https://gamestudies.org/2503/articles/bahia
This article explores Flash as a minor videogame platform that enabled independent creators to produce
critical and poetic games. Focusing on Molleindustria and Alienmelon, this analysis examines their expressive
oeuvres through an Art History methodological lens.
-
DA Hall
“As of today, your name is Ahab”: Generic Critique as Reparative Praxis in Metal Gear Solid V: The Phantom Pain
https://gamestudies.org/2503/articles/da_hall
This article argues for an analytic practice in game studies that accounts for videogames’ participation in
the long histories of genre. This approach recognizes the historically and culturally-specific interventions
games make into aesthetic traditions rather than assuming a naive reflection of ideological structures.
-
Patrick Munnelly
“Hook me, Daddy”: Queer Semiotics of Dead by Daylight through Gaymers on Twitch
https://gamestudies.org/2503/articles/munnelly
This article does a comprehensive qualitative study on the field of Queer Game Studies, using
Social Semiotic Analysis, Constant Comparison Analysis and Keywords-in-Context. Featuring Twitch
streamers and the video game Dead by Daylight, this article reviews the language used by “gaymers”
to review LGBTQ gaming practices.
-
Moritz Wischert-Zielke
Mindspacing and Play -- Indie Games in the Context of Mental Health Depiction
https://gamestudies.org/2503/articles/wischertzielke
This essay explores how indie games like Shrinking Pains, The Longest Walk and The Psychotic
Bathtub practice demarginalization in the context of mental health depiction. Using the lens of
“mindspacing,” it shows that the titles not just tell different stories but reimagine the
culturally dominant forms of play as practices of self-care.
-
Taylore Nicole Woodhouse
Feeding the Iron Pimps: The Golden Age of Arcades in Black America
https://gamestudies.org/2503/articles/woodhouse
Drawing from archives of Black-targeted newspapers, this article diversifies histories of the
golden age of arcades by examining how Black Americans encountered and understood arcades and video
games in the 1980s and 1990s.