The special issue of Games and Culture on World of Warcraft is out! Essays by Tanya Krzywinska (on mythology, quests and backstories), T.L. Taylor (this, I think, is more or less the research she talked about at UmeÂ), two by the PlayOn guys, presumably using all the data on usage they’ve scraped, one by Henry Lowood on game movies, and one by Torill Mortensen on social gaming and the transition from text-based MUDs to video.

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Machine Vision

Cultural Representations of Machine Vision: An Experimental Mixed Methods Workshop

Call for submissions to a workshop, Bergen, Norway
Workshop dates: 15-17 August 2022
Proposals due: 15 June

The Machine Vision in Everyday Life project invites proposals for an interdisciplinary workshop using qualitative approaches and digital methods to analyse how machine vision is represented in art, science fiction, games, social media and other forms of cultural and aesthetic expression.

Digital Humanities Machine Vision

What do different machine vision technologies do in fiction and art?

For the Machine Vision in Everyday Life project we’ve analysed how machine vision technologies are portrayed and used in 500 works of fiction and art, including 77 digital games, 190 digital artworks and 233 movies, novels and other narratives. You can browse […]