Mapping Persona and Games

Christopher Moore
<span title="2021-03-16">2021</span> <i title="Deakin University"> <a target="_blank" rel="noopener" href="" style="color: black;">Persona Studies</a> </i> &nbsp;
For those new to games studies, the most important primer is the recognition that, as a field of research, it is at its most revealing when in conversation with perspectives from other fields and domains of inquiry. Espen Aarseth (2001) announced that the first issue of Game Studies, the international journal of computer game research, marked the commencement of computer game studies. Aarseth's editorial launched the trajectory for the following two decades of game research, obscuring much of
more &raquo; ... e previous work examining digital and analogue games that had contributed to the tipping point at which the fields' coalescence could become a reality. Emerging from media studies, sociology, and a particular tradition of textual analysis in cinema and literature studies, games studies has since had a reputation for being the latest kid on the block. Like persona studies, game studies features key moments in which intersections between it and other fields and their theoretical and analytical perspectives prove enlightening, enriching, and even entertaining.
<span class="external-identifiers"> <a target="_blank" rel="external noopener noreferrer" href="">doi:10.21153/psj2020vol6no2art1038</a> <a target="_blank" rel="external noopener" href="">fatcat:22drhmydqnbxbijvmzzeaxtc5e</a> </span>
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