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Articles (non-refereed) Research

“Wicked Games, Part III: Caution — Contents May Be Hot…and Hidden”

Citation: Payne, Matthew Thomas and Peter Alilunas. “Wicked Games, Part III: Caution — Content May Be Hot…and Hidden.” Flow: A Critical Forum on Television and Media Culture 22.6 (April 2016). Solicited for inclusion.

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Articles (non-refereed)

Wicked Games, Part II: Blood, Sex, and Pixels

Citation:

Payne, Matthew Thomas and Peter Alilunas. “Wicked Games, Part II: Blood, Sex, and Pixels.” Flow: A Critical Forum on Television and Media Culture 22.4 (February 2016). Solicited for inclusion.

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Articles (non-refereed)

“Wicked Games, Part I: Twenty-sided Demons”

Citation:

Payne, Matthew Thomas and Peter Alilunas. “Wicked Games, Part I: Twenty-sided Demons.” Flow: A Critical Forum on Television and Media Culture 22.2 (November 2015). Solicited for inclusion.

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Articles (non-refereed)

“Critical War Play”

Citation:

Payne, Matthew T. “Critical War Play.” Communication Currents 9.5 (December 2014). Solicited for inclusion.

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Articles (non-refereed)

“Redesigning Game Industry Studies”

Citation:

Payne, Matthew T. & Steirer, Gregory. “Redesigning Game Industry Studies.” Creative Industries Journal 7.1 (May 2014): 67-71. Solicited for inclusion.

First Paragraph:
“What exactly is a video game? How do we as gamers experience its liminal bounds? Moreover, how do we as scholars delimit those experiential parameters for the purposes of study? These are, of course, enduring questions for game studies. However, in the coming years, as digital games continue to grow in popularity, we believe that these questions will become increasingly germane to creative industries studies as well. Individual video games, both as discrete cultural texts and as engines of play, will become harder to pin down in response to the dual challenges posed by saturated markets and digital distribution. In other words, as cultural producers create more kinds of games for more kinds of players, defining what a game is with any certainty will require updated research tools and methodologies. In this piece we want to highlight two research areas that will be vital for future media industries scholarship in general, and games studies in particular: distribution and marketing.” (p. 67)

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Articles (non-refereed)

“Response to Moses Wolfenstein’s ‘Well Suffered’”

Citation:

Payne, Matthew T. & Campbell, Stephen. “Response to Moses Wolfenstein’s ‘Well Suffered’.” Well Played: A Journal on Video Games, Value, and Meaning 2.1 (2012).