Abstract:Preserving a historically significant video game frequently requires either preserving or adapting a touchable interface for contemporary use. While control techniques are often evaluated in terms of fidelity between in- and out-of-game actions, this essay emphasizes several ways that fidelity must be actively constructed. Bringing a haptic perspective on video gaming into conversation with game history and preservation, this essay examines ways that textual materials surrounding and supplementing a work can b… Show more
“…Interestingly, these data also suggest that varying controller schemes or using nonoriginal equipment do not necessarily harm feelings of nostalgia either, which could explain the popularity of retro gaming on modern consoles—for example, the popularity of older Nintendo games played via the Wii Virtual Console or Switch Online using modern controllers and equipment. Recalling Hodges et al (2017), whereas the linkages between haptic feedback and gameplay in Q * bert were robust enough for players to notice their absence, the SMB games have been so widely reproduced and distributed that the linkages between the NES controller and Mario gameplay are not as strong. Yet another interpretation of this finding is that the current student de facto equates the ergonomics of a retro game to its controller, and this is potentially problematic.…”
Section: Discussionmentioning
confidence: 99%
“…Yet another interpretation of this finding is that the current student de facto equates the ergonomics of a retro game to its controller, and this is potentially problematic. For example, the environment in which one played their older video games could be included as an ergonomic concern—standing in front of an arcade machine (Hodges et al, 2017) or considering the various locations one might have had a home gaming console (Hjorth & Richardson, 2020). 6 Engaging the concept of braiding (in which different sensory experiences are enmeshed, Mitchell, 2005), Hodges et al (2017) discussed the interplay between Q * bert’s haptic feedback, game cabinet sounds, and paralinguistic on-screen cues (the infamous “ @!#@ ” speech bubble) as jointly and individually critical to the “feel” of the game.…”
Section: Discussionmentioning
confidence: 99%
“…For nostalgic video games, the game and the controller used to play it become perceptually and mentally tied to each other. This is most clearly demonstrated by Hodges et al (2017) in a case study of retro arcade game Q *bert, in which they demonstrate that critiques of modern releases of the game were likely attributable to the general inability to reproduce the feel of the original arcade cabinet, which included force-feedback joysticks and other novel (albeit outdated) haptic feedback mechanisms.…”
As gamers age, the classic and retro video game market grows in lockstep. Previous work has shown that myriad aspects of games, such as playing familiar franchises, seeing game consoles and trailers, or even thinking about past gameplay, can induce nostalgia. Using a combination of quantitative and qualitative approaches, the current study looks to one off-screen element of video games inextricable from gaming experiences that might further contribute to (or hinder) nostalgia: video game controllers. Participants played Super Mario Bros. with either an original Nintendo Entertainment System controller, one of two different modern Nintendo controllers, or watched streamed gameplay. Controller type was mostly unrelated to nostalgia in quantitative analysis, with nominal variation in qualitative analysis. However, we did find that perceived in-game success predicted both personal and historical nostalgia, overall gaming experience predicted personal nostalgia, and younger gamers without Super Mario Bros. experience felt increased historical nostalgia. Research questions, study design, and data analyses were preregistered prior to data collection.
Public Policy Relevance StatementWith the increased popularity of older video games, media psychologists have studied how older games can lead to feelings of nostalgia relevant for psychological well-being. In a randomized control trial, we found that using original or redesigned controllers had no effect on personal nostalgia (for one's own past) or historical nostalgia (for past eras) and that simply watching gameplay was highly nostalgic. However, players who rated their in-game performance higher also felt greater nostalgia, suggesting that nostalgia is impacted by current experiences. Younger players without prior experience also felt a greater appreciation for older video games (greater historical nostalgia), which has implications for how newer audiences might engage older properties.
“…Interestingly, these data also suggest that varying controller schemes or using nonoriginal equipment do not necessarily harm feelings of nostalgia either, which could explain the popularity of retro gaming on modern consoles—for example, the popularity of older Nintendo games played via the Wii Virtual Console or Switch Online using modern controllers and equipment. Recalling Hodges et al (2017), whereas the linkages between haptic feedback and gameplay in Q * bert were robust enough for players to notice their absence, the SMB games have been so widely reproduced and distributed that the linkages between the NES controller and Mario gameplay are not as strong. Yet another interpretation of this finding is that the current student de facto equates the ergonomics of a retro game to its controller, and this is potentially problematic.…”
Section: Discussionmentioning
confidence: 99%
“…Yet another interpretation of this finding is that the current student de facto equates the ergonomics of a retro game to its controller, and this is potentially problematic. For example, the environment in which one played their older video games could be included as an ergonomic concern—standing in front of an arcade machine (Hodges et al, 2017) or considering the various locations one might have had a home gaming console (Hjorth & Richardson, 2020). 6 Engaging the concept of braiding (in which different sensory experiences are enmeshed, Mitchell, 2005), Hodges et al (2017) discussed the interplay between Q * bert’s haptic feedback, game cabinet sounds, and paralinguistic on-screen cues (the infamous “ @!#@ ” speech bubble) as jointly and individually critical to the “feel” of the game.…”
Section: Discussionmentioning
confidence: 99%
“…For nostalgic video games, the game and the controller used to play it become perceptually and mentally tied to each other. This is most clearly demonstrated by Hodges et al (2017) in a case study of retro arcade game Q *bert, in which they demonstrate that critiques of modern releases of the game were likely attributable to the general inability to reproduce the feel of the original arcade cabinet, which included force-feedback joysticks and other novel (albeit outdated) haptic feedback mechanisms.…”
As gamers age, the classic and retro video game market grows in lockstep. Previous work has shown that myriad aspects of games, such as playing familiar franchises, seeing game consoles and trailers, or even thinking about past gameplay, can induce nostalgia. Using a combination of quantitative and qualitative approaches, the current study looks to one off-screen element of video games inextricable from gaming experiences that might further contribute to (or hinder) nostalgia: video game controllers. Participants played Super Mario Bros. with either an original Nintendo Entertainment System controller, one of two different modern Nintendo controllers, or watched streamed gameplay. Controller type was mostly unrelated to nostalgia in quantitative analysis, with nominal variation in qualitative analysis. However, we did find that perceived in-game success predicted both personal and historical nostalgia, overall gaming experience predicted personal nostalgia, and younger gamers without Super Mario Bros. experience felt increased historical nostalgia. Research questions, study design, and data analyses were preregistered prior to data collection.
Public Policy Relevance StatementWith the increased popularity of older video games, media psychologists have studied how older games can lead to feelings of nostalgia relevant for psychological well-being. In a randomized control trial, we found that using original or redesigned controllers had no effect on personal nostalgia (for one's own past) or historical nostalgia (for past eras) and that simply watching gameplay was highly nostalgic. However, players who rated their in-game performance higher also felt greater nostalgia, suggesting that nostalgia is impacted by current experiences. Younger players without prior experience also felt a greater appreciation for older video games (greater historical nostalgia), which has implications for how newer audiences might engage older properties.
“…Nevertheless, the aforementioned non-academic sources are the best heritage professionals and scholars have to work with if they are researching video games. Guins (2014) addresses this situation when discussing the use of such sources by academia and 'demonstrates several ways in which works that may have once seemed "nonacademic or lacking in seriousness" (p. 25) are now valuable primary sources' (Hodges, 2017(Hodges, , p. 1585). In the case of video games, scholars are forced to use non-academic sources as there was not much done by academia on the subject.…”
Video games, while a digital art, live on physical media. Whether cartridge, magnetic tape or floppy disk, they degrade. Without care and study, they disappear and cannot be played again. While it might be possible to preserve play using emulation or video captures, scholars need to consider every option at their disposal to preserve video games for future study. This includes securing original versions of games and ephemera, recording play, interviewing game creators, and players, and much more. This article develops a new approach to conceptualise video games as material and cultural heritage, and proposes a methodology for their study, especially those for which there is no original version left.
“…More specifically, this article contributes to existing scholarship about the ‘negative’ embodiments that emerge in videogame play – including discussions of failure, anger and fatigue (see Apperley, 2009; Ash, 2013; Keogh, 2018; Kirkpatrick, 2009; Sudnow, 1983; Taylor, 2012). In addition, this article helps flesh out understandings of how material ‘outside’ the game shapes players’ embodied relations with the game (of which there has been limited academic attention to date; see Egliston, 2019; Ash, 2012a; Hodges, 2017). This is especially important if we are to take seriously the popular perspective that videogame play is a distributed ‘assemblage’ of various human and nonhuman parts (see Taylor, 2009), specifically, that material beyond the played game is a taken-for-granted way that many people engage, feel and think about games (see Consalvo, 2007; Kirkpatrick, 2015).…”
Broadcasts of esport have come to function as technological intermediaries that shape how individuals engage with videogames in an everyday capacity. This article focuses on the moments of bodily tension when spectators of esport attempt to emulate techniques and strategies derived from broadcasts of esport matches. I present findings from a wider study which reveal three tensions: (1) antagonistic relations between players’ bodily faculties and techniques shown in esports, enculturated through esports’ popularity, and its perpetuation of bodily mastery and technological competency as key ways of engaging with videogames; (2) an inability to habituate the timings of body required in emulating high-level techniques and (3) the emergence of negative affective states – such as panic or anxiety – in attempting to replicate strategies. I propose the concept of ‘bodily finitude’ to describe and analyse these tensions.
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