"Suddenly I Was A Shark!" by @calebjross.com isn’t just a book about What Remains of Edith Finch — it’s a powerful look at how games impact us on a personal level. My thoughts here: buff.ly/q7Myjre #WROEF #WhatRemainsOfEdithFinch #VideoGames #Booksky #Gaming #GiantSparrow
Caleb J. Ross (@calebjross.com)

I made a #cardgame you play at the #boulderinggym. https://betabreakgame.com Wrote a book about What Remains of Edith Finch. All my socials: https://linktr.ee/calebjross

Bluesky Social
52. SUDDENLY I WAS A SHARK!: MY TIME WITH WHAT REMAINS OF EDITH FINCH 👉 www.thevideogamelibrary.org/book/suddenl... #WROEF @calebjross.com #Booksky
SUDDENLY I WAS A SHARK!: MY TIME WITH WHAT REMAINS OF EDITH FINCH

Caleb J. RossWhat Remains of Edith Finch was released in 2017 amid a gaming public that had largely already dismissed the game’s genre. A walking simulator game exchanges the traditional ‘shoot, jump, run’ mechanics of most popular video games for a passive ‘walk, investigate a thing, walk some more’ set of mechanics. With no points, no combat, no puzzles, and no goal other than narrative progression, What Remains of Edith Finch’s success came as a surprise to most. But for those few who appreci

TheVideoGameLibrary

Exhausted from another week out-of-country, and came home to an amazing book in the mailbox this evening ♥️ 📚

Thank you Caleb J. Ross for making this weekend infinitely more relaxing 🙏

#WhatRemainsOfEdithFinch #Book #Books #Bookstodon @bookstodon #WROEF @a_i @polymedia

„Playing (with) Depression?“ Die Darstellung und Rezeption von Betroffenen in 'Life is Strange' und 'What Remains of Edith Finch'
von Ronja Weidemann veröffentlicht! #gamestudies #paidia #LiS #WRoEF #mentalhealth
https://paidia.de/playing-with-depression-die-darstellung-und-rezeption-von-betroffenen-in-life-is-strange-und-what-remains-of-edith-finch/
„Playing (with) Depression?“ Die Darstellung und Rezeption von Betroffenen in 'Life is Strange' und 'What Remains of Edith Finch' - Paidia

In diesem Beitrag wird Fragen nach der Repräsentation und Rezeption von Depressionen im Videospiel nachgegangen. Am Beispiel der Spiele 'What Remains of Edith Finch' (2017) und 'Life Is Strange' (2015) erfolgt eine medienzentrierte Analyse der narrativen, inszenatorischen und spielmechanischen Konstruktionen dieser psychischen Erkrankung sowie eine akteur:innenzentrierte Auseinandersetzung mit öffentlichen Reaktionen (betroffener) Spieler:innen auf die Darstellungen.

STAGE Paidia
ANNAPURNA: VIDEO GAMES FROM THE TOP

Sofía Francisco Galisteo In a very short time, Annapurna has managed to make a name for itself among the major video game publishers worldwide. With a unique and stimulating catalogue, the North American company has to its credit some of the most remembered and commented video games of recent years, from the iconic What Remains of Edith Finch to the most recent Twelve Minutes, among many others. In Annapurna: Video Games From The Top, Sofía Francisco covers the history and evolution of this publ

TheVideoGameLibrary
ILLNESS IN DIGITAL GAMES: INTERDISCIPLINARY CONSIDERATIONS

Arno Görgen, Stefan Heinrich Simond Illness in digital games has many facets - whether psychological or somatic. Their representation is based on processes that take up social knowledge about diseases and change them according to the inherent logic of digital games. Aesthetics, narration and game mechanics thus participate in struggles for interpretation sovereignty between the handing down of stigmatizing ideas of illness on the one hand and self-reflective empowerment on the other. The contrib

TheVideoGameLibrary