Press Start https://press-start.gla.ac.uk/index.php/press-start <p><em>Press Start</em>&nbsp;is an open access, peer-reviewed student journal that publishes the best undergraduate and (post)graduate research from across the multidisciplinary subject of game studies. The Editorial Board and reviewers are comprised of students and recent graduates.</p> <p>If you are an undergraduate or (post)graduate student (or a recent graduate) with an academic interest in video games and would like to find out more about publishing your work in&nbsp;<em>Press Start</em>&nbsp;(or are interested in becoming a aeviewer or member of our Editorial Board), please take a look at our&nbsp;<a href="https://press-start.gla.ac.uk/index.php/press-start/about">focus and scope,</a>&nbsp;our&nbsp;<a href="https://press-start.gla.ac.uk/index.php/press-start/information/authors">information for authors,</a>&nbsp;and our&nbsp;<a href="https://press-start.gla.ac.uk/index.php/press-start/reviewers">information for reviewers</a>. Authors should also read our guide about the&nbsp;<a href="https://docs.google.com/document/d/1zf6FP7uHDoX3nyP-j8qYX3Qj7PYQuAsc8KxrKuwKK4M/edit?usp=sharing">affective challenges of academic publishing</a> to familiarise themselves with the journal's expectations.</p> <p>All articles must be submitted through our website's&nbsp;<a href="https://press-start.gla.ac.uk/index.php/press-start/about/submissions">submission portal</a>.&nbsp;</p> <p><br>Check us out on&nbsp;<a href="https://www.facebook.com/groups/PressStartJournal/">Facebook</a>,&nbsp;<a href="https://twitter.com/ps_journal">Twitter</a>, and&nbsp;<a href="https://www.instagram.com/press.start.journal/">Instagram</a>!</p> en-US Press Start 2055-8198 <p><a href="http://creativecommons.org/licenses/by/4.0"><img src="/public/site/images/Matt/cc_by.png" alt="CC BY" border="0" align="right"></a>Copyright for papers and articles published in this journal is retained by the authors, with first publication rights granted to the University of Glasgow. It is a condition of publication that authors license their paper or article under a <a href="http://creativecommons.org/licenses/by/4.0">Creative Commons Attribution Licence</a>.</p> Editorial https://press-start.gla.ac.uk/index.php/press-start/article/view/299 <p>Editorial for the April 2023 issue.</p> Samuel Poirier-Poulin Lauren Watson Andrew Fleshman Cassandra Barkman Erin Maclean Braden Timss Charlotte Courtois Chelsea Russell Francis Butterworth-Parr Rowan Daneels ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-03-31 2023-03-31 9 1 i iii Becoming Halfling https://press-start.gla.ac.uk/index.php/press-start/article/view/236 <p>Livestreamed play of tabletop games affords a new medium for analysis of racialization for game studies. For <em>Dungeons &amp; Dragons</em> 5th edition (Multiple authors, 2014) actual plays, audiences can engage with racialized narratives in underappreciated ways. The actual play <em>Critical Role</em> (Critical Role, 2012-present) employs players’ knowledge of the genre of high fantasy to create collaborative, improvisational narratives which delve into themes of racism and bigotry. This dynamic often leads players to draw on real world political narratives and discourses in order to engage audiences’ prior knowledge and examine pertinent themes. This paper analyses one such example in the case of Nott the Brave, a character in Critical Role’s popular second campaign. Nott’s narrative arc, taking place over several hundred hours of gameplay, is a site of racialized play, problematizing simple narratives of representation and identity. This article employs textual analysis and semiotics in examining Nott’s racialization as a Goblin character. I draw heavily on Jenkins’s (2004) notion of gameplay as narrative architecture in considering the limits that racialized play allows the cast of Critical Role. In doing so, I offer insights into how tabletop roleplaying games actual plays might add nuance to debates surrounding narrative and gameplay in roleplaying games, especially as it relates to narratives of White supremacy and domination.</p> Mark Hines ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-03-20 2023-03-20 9 1 1 20 Lost in a Dream https://press-start.gla.ac.uk/index.php/press-start/article/view/226 <p>This article investigates the opportunities for queer play in <em>Yume Nikki</em> (KIKIYAMA, 2004) by examining the spatial and temporal dimensions of the game’s “Dream World” alongside its narrative. Using surreal visuals and counterintuitive layouts, <em>Yume Nikki</em>’s game maps evoke queer experiences of space, movement, and wandering. In addition, the game encourages wandering through the absence of temporally ordered events and the game’s general lack of interest in timekeeping. The game’s construction promotes a play style that highlights aspects of queer experiences including disorientation and failure. The player’s aimless roaming through time and space are not a failure to master the game, but another way <em>Yume Nikki</em> celebrates queerness and rejects the values of mainstream success, fun, and play.</p> Elliot Bear Yu ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-02-26 2023-02-26 9 1 21 38 Doki Doki Subversion Club! https://press-start.gla.ac.uk/index.php/press-start/article/view/221 <p>This article investigates the visual novel and dating simulator <em>Doki Doki Literature Club! </em>(Team Salvato, 2017) and examines the unique potential of video games as a media form to produce uncanny, gothic, and abject horror texts. In <em>DDLC!</em>, these modes of horror are manifested through “game breaking” mechanics, such as purposeful glitches and moments where the boundaries of the operating system are transgressed. Through this transgression, the game haunts the player’s computer, and by extension, their home. This haunting is achieved through unique aspects of the video game medium as well as the ubiquitous nature of digital technology present in our daily lives and domestic spaces.</p> Matthew Scott Allan ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-03-24 2023-03-24 9 1 39 57 Review: Game Wizards: The Epic Battle for Dungeons & Dragons https://press-start.gla.ac.uk/index.php/press-start/article/view/252 <p>Review: <em>Game Wizards: The Epic Battle for Dungeons &amp; Dragons</em>, by Jon Peterson. 2021. The MIT Press. xii + 386 pp.</p> Michael Iantorno ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-02-14 2023-02-14 9 1 58 61 Review: Image Objects: An Archaeology of Computer Graphics https://press-start.gla.ac.uk/index.php/press-start/article/view/258 <p>Review: <em>Image Objects: An Archaeology of Computer Graphics</em>, by Jacob Gaboury. 2021. The MIT Press. 295 pp.</p> Florence Smith Nicholls ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 62 65 Review: Perspectives on the European Videogame https://press-start.gla.ac.uk/index.php/press-start/article/view/249 <p>Review: <em>Perspectives on the European Videogame</em>, edited by Victor Navarro-Remesal and Óliver Pérez-Latorre. 2021. Amsterdam University Press. 236 pp.</p> Andre Cowen ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-02-14 2023-02-14 9 1 66 69 Review: Play Like A Feminist https://press-start.gla.ac.uk/index.php/press-start/article/view/267 <p>Review: <em>Play Like A Feminist</em>, by Shira Chess. 2020. MIT Press. 165 pp.</p> Beatrix Livesey-Stephens ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 70 73 Review: Experimental Games: Critique, Play, and Design in the Age of Gamification https://press-start.gla.ac.uk/index.php/press-start/article/view/255 <p>Review: <em>Experimental Games: Critique, Play, and Design in the Age of Gamification</em>, by Patrick Jagoda. 2020. The University of Chicago Press. xi + 386 pp.</p> Courtney Blamey ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 74 78 Review: Ethics of Computer Gaming https://press-start.gla.ac.uk/index.php/press-start/article/view/265 <p>Review: <em>Ethics of Computer Gaming: A Groundwork</em>, by Samuel Ulbricht. 2022. Palgrave Macmillan. xvii + 111 pp.&nbsp;</p> Rebecca Grose ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 79 82 Review: Digital Playground: The Hidden Politics of Children’s Online Play Spaces, Virtual Worlds and Connected Games https://press-start.gla.ac.uk/index.php/press-start/article/view/259 <p>Review: <em>Digital Playgrounds: The Hidden Politics of Children’s Online Play Spaces, Virtual Worlds and Connected Games</em>, by Sara Grimes. 2021. University of Toronto Press. vii + 358 pp</p> Doruk Balcı ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 83 86 Review: Playful Pedagogy in the Pandemic: Pivoting to Game-Based Learning https://press-start.gla.ac.uk/index.php/press-start/article/view/278 <p>Review: <em>Playful Pedagogy in the Pandemic: Pivoting to Game-Based Learning</em>, by Emily K. Johnson and Anastasia Salter. 2022. Routledge. xiii + 164 pp.</p> Alexander Hurezeanu ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 87 91 Review: Game: Animals, Video Games, and Humanity https://press-start.gla.ac.uk/index.php/press-start/article/view/279 <p>Review: <em>Game: Animals, Video Games, and Humanity</em>, by Tom Tyler. 2022. University of Minnesota Press. 224 pp.</p> Elizabeth Neumann ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 92 95 Review: Digital Games After Climate Change https://press-start.gla.ac.uk/index.php/press-start/article/view/284 <p>Review: <em>Digital Games After Climate Change</em>, by Benjamin J. Abraham. 2022. Palgrave Macmillan. xv + 254 pp.</p> David ten Cate ##submission.copyrightStatement## http://creativecommons.org/licenses/by/4.0 2023-04-01 2023-04-01 9 1 96 100