Why do video games matter?

Do they?…

What makes them special?


Why the Stanley Parable?

Because… Stanley is as awake right now as he’s ever been in his life.



They have gained importance…

Over the last forty years, video games have evolved to become one of the most used ways of entertainment in modern society; with the help of new technologies and mass media distribution, video games have become a part of the daily life of millions. People have not only been consumers of the video game industry, with the advanced systems that personal computers have, it  has also given ease to many independent companies (which in some cases can be no more than one person) which find in video games a new way of expressing and sharing their ideas and experiences. Being an interactive media, video games can develop a story in much more ways than by the mere use of only  text or images, using resources that exist beyond what is seen. The analysis we shall present is focused in the videogame as a whole rather than a collage of other existing fields; although it must be clarified that the images and writing should not be excluded from a complete analysis, but the focus must not be directed only towards these fields.

They have gained a problem…

The problem which causes trouble in the analysis of video games is spotted by Frasca (2003) in the definition of game; which has never been clear or specific and can be given many interpretations; all of these interpretations are forced to match the definitions of narrative, even so they seem to never fit adequately. Marie-Laure Ryan (2001) admits that the definitions that exist of narrative do not fit well with games, although this is no reason to discard narrative from the study of games, on the contrary, the definition of narrative should expand to be able to fit well in game analysis.

We (have not) made a solution…

Because of this, we have decided to understand video games as a new media and the analysis of such must be different from the ones that might be applied to either films or novels. We must have under consideration that in this website we will remain under the definition of ludology which Gonzalo Frasca purposes in his article, Ludologists love stories, too: notes from a debate that never took place (2003); and for the indepth analysis of video games, we shall use the concepts developed in Chee Siang Ang’s Rules, gameplay, and narratives in video games (2006). A very brief summary of some key concepts of both texts can be read here and the whole articles are linked to both titles above.

Although the real game starts here.


Private: Contact

This is a contact page with some basic contact information and a contact form.