After numerous fits and starts we’re back! Welcome to the second issue of NYMG Journal (Vol. 1 no. 2). While the pieces in this second issue may be more traditional in their form I find that they are still addressing areas of game studies that have been oft neglected. Jaime […]
Journal
Abstract Representation is a complex issue that some contemporary video games attempt to actively grapple with in-game. This paper focuses on Bioware’s Mass Effect: Andromeda (2017). The non-player character (NPC) of Hainly Abrams is examined as an example of transgender representation in the broader marketplace of major studio gaming. The […]
Abstract A business game is a participatory communication activity in which businesses use play to achieve a meaningful workplace purpose, including knowledge/skill development and teambuilding. This article assesses how tabletop business games in professional contexts communicate in ableist ways. These games promote the idea that the ideal skills of an […]
We are so pleased the bring you the inaugural issue of the NYMG Journal (Vol. 1, no. 1), the first Feminist Game Studies middle-state journal. Here you will experience games scholarship in multiple media and from a variety of communities.
Vampires do not appear to hold the same appeal in media as they once did, but why? Portraying and playing with our deepest fears, not least of which is death—or worse, becoming the monster ourselves—some of these creatures spent the ‘90s, the aughts, and the first half of the 20-teens struggling with what they are, striving to reconcile their monstrosity with the human they long to still be, and, typically, falling in love with human women.
When The Witcher 3: The Wild Hunt came out in 2015, critics and fans alike hailed the game as a video game standard-setter because of its stellar graphics, entertaining gameplay design, deft voice acting, and engrossing narrative. Jonathan Leack of Game Revolution called the game “one of the largest worlds […]