FirstPersonPodcast · First Person Podcast Episode 57 – The Progression of Video Game Narratives Welcome to the 57th episode of the First Person Podcast. We are back with another academic semester and since we have been running with the theme… Continue Reading
FirstPersonPodcast · First Person Podcast Episode 56 – Nostalgia And Capitalism In Gaming Welcome to the 56th episode of the First Person Podcast. This month will examine the relationship between capitalism and nostalgia. We’ll be looking at ways the gaming… Continue Reading
Despite the availability of some older games within eShops and virtual marketplaces to curb illegal video game piracy, mitigate losses, and offer products to users, limitations placed on the user may be a motivating factor for downloading games illegally. While many scholars of digital piracy take an economic approach by underlining the value of missed sales (Brown, 2014; Downing, 2011), it is important to also analyze how players are affected as well as their reasons for piracy by utilizing more qualitative analysis from authors like Caraway (2012), Downing (2011), and Vida et al. (2012). It is important to consider not only the larger entities like developers and publishers, but also bring the consuming individual back into frame, as this allows for a more nuanced understanding of the issue. Continue Reading
Since the FPS crew are all working at home too right now, we have decided to collect some of our thoughts here on how play factors into our routines along different axes right now. Feel free to join in the discussion either in comments or on our social media channels, and stay safe. Continue Reading
When I play Final Fantasy VIII on my own, I’m not going back to play Final Fantasy VIII. I’m using it as a conduit to tap into the memories of that time of my life. It’s a way to feel the feelings I associate with listening in rapt silence to a friend’s reading of the game’s dialogue. It’s a way to remember coming home from school, homework done before the final bell rang at 2:45PM and begging my mom to buy more Cheetos for another late evening of RPGs with the first older person to treat me like my opinions truly mattered. Continue Reading
The last time a work of art made me cry was at a local screening of My Neighbour Totoro. It was the first time I’ve ever seen a film that captured what playing pretend as a child felt like, befriending magical creatures that live separately from the world of adulthood.
The credits rolled, and a little girl sitting in front of me asked her mother in amazement, “Mommy, is Totoro real?” and I was a sappy, sobbing mess.
In games, such overwhelming, positive experiences often come from the resolution of an epic story, or completion of a difficult final boss. Think to the moment in which we complete a difficult final boss, with quivering hands and your heart in your throat as you land the final strike. Continue Reading
It was the late 1950s when a young Shigeru Miyamoto started discovering the bamboo forests and caves outside his home in the Kyoto countryside. Harnessing the sense of awe and excitement he felt on these trips, he produced the 1986 NES classic The Legend of Zelda, which would become one of the most popular video game franchises in history. The series’ origin story has become somewhat of a legend in itself, retold by fans and journalists alike (cf. Sheff, 1993). Continue Reading