This volume was first published by Inter-Disciplinary Press in 2016.
Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?
Brittany Kuhn is a doctoral student at the University of Essex in Colchester, UK. Her research focuses on videogame narratives and how they work with sensory and ludic elements to create deep player immersion and how those elements differ from other media.
Alexia Bhéreur-Lagounaris has a multidisciplinary path, from Contemporary Dance to Artistic Scout for Cirque du Soleil, to Media Research to Event Curator. Since 2010, she coordinates a Multimedia Lab at the INRS and is a M.Sc. Candidate at University of Montreal in Social Impact Games.