Vol 2 No 1 (2018)
This second issue of Acta Ludica took some more time than we expected. This is a bit unfortunate, but is part and parcel of establishing a new journal.
The wait was not in vain, though, since we can present now two fine articles. The first one is by Sabine Hahn, from Germany. Researching the Gender Divide of Digital Games: How to Overcome the Virtuous Cycle of the Games Industry discusses data which she collected for her PhD dissertation, in the context of female participation in game culture.
The second one is our first published article in Portuguese. Jogos Digitais Baseados em Processos de Prestação de Serviços Públicos: Um Estudo Exploratório, by Tadeu Moreira de Classe, Renata Mendes de Araujo, and Geraldo Bonorino Xexéo, deals with the design process of a serious game focused on public service.
Although their main themes are different, both articles share an underlying perspective. They look for answers to the question ``what can games say about us and our societies?''
Researches on new media reveal the importance of games in our culture. Games are, perhaps, the oldest of the new media, but their relevance in our lives has been greatly enhanced by synergies with other media. Games are powerful.
To link power to responsibility may be trite, but it is also true.
The serious game described in Classe's article deals with police response to missing persons cases in violence-torn Rio de Janeiro. As such, it highlights the potential for positive impact of games on society.
On the other hand, Hahn's article touches briefly on the ghastly GamerGate affair. This is an indellible blot on game culture. We may not forget it, but we must learn from it.
We must learn to ban criminal harassment in our midst, sure; but, above all, we must learn to identify and to avoid other pernicious responses to legitimate concerns in our culture, whether about gender or about other sensitive matters. We must learn to tear down walls of complicit silence.
Vol 1 No 1 (2017)
It is a distinct pleasure to see the fruits of one’s efforts. So much the better if these fruits actually result from the efforts of many people.
Acta Ludica began as an idea shared by a group of Brazilian reseachers. What they had in common was an abiding interest in game studies, even before this expression was in current use. Their perspectives were very diverse; whether hailing from Philosophy, Design, Arts, Information Sciences, or any other of a number of academic subjects, their common object were games.
It has now been some years since they first discussed creating a journal. But Acta Ludica is indeed the fruit of these years of effort and discussions, brought about by all those diverse perspectives. As such, Acta Ludica is rather inclusive in its outlook. We have in games a common research object, but we are open to many different perspectives on this object.
As the editor of this journal, I have embraced a few ideals. The first one is to adhere to a high standard of excellence, both in my work and in the quality of published articles.
The second one is a strong commitment to not allow Acta Ludica to become a one-man show. I’m the first editor of Acta Ludica, but in two year’s time I’ll gladly help another to take this position. In the mean time, I will not submit articles to Acta Ludica, and I will not interfere in the review process.
This first issue presents two articles. The first one, by Phan Quang Anh and Vanessa Tan, from the National University of Singapore, discusses the role of profanity in video games. The second article, by Mari Erika Koskela, from the University of Jyväskylä, presents her proposal of a model for categorizing game studies publications. Both articles are followed by comments from the reviewers.
When playing a game, it is quite rewarding to spend some time preparing a great coup, that moment when all the preparatory moves come together, revealing what you expect to be a master stroke. Sometimes, this can indeed bring about your victory.
Sometimes, the other players play their own coups and master strokes, and the thrill of the challenge climbs up a few notches.
I have played my first hand, but this game will take a long time.
Your turn. Surprise me!
And thank you for playing.
Luiz Cláudio Silveira Duarte