top of page

GameGeneration, a Korean game criticism webzine, is a magazine that seeks to be lighter than a journal and heavier than a popular magazine. GameGeneration, which explores the social context of contemporary digital games from a critical perspective, is published bimonthly and has an English-language page for overseas readers.

서도원

김지수

조얼

박수진

박이선

홍영훈

오영욱

박여찬

Mạnh Toàn Hồ

25. 2. 10.

Of green gaming and beyond

Since 2020, customers buying a new iPhone no longer have a charger included in the box. According to Apple, this omission was aimed at reducing packaging waste as well as e-waste. The company explained that this move means it has to consume fewer raw materials for each iPhone sold, and it also allows for a smaller retail box, which means 70 percent more units can fit on a single shipping pallet, thereby reducing carbon emissions (Calma, 2020).

Solip Park

24. 10. 10.

No Game for Young Men

While some critics pointed out similarities between Kart Rider and Nintendo’s Mario Kart series, this controversy did not concern its players, especially the young kids already enjoying the game—myself included. Kart Rider marked a pivotal moment in Nexon’s history, peaking at 200,000 concurrent players (in a country of 50 million people), dominating the PC-bang market, and reaching 10 million registered accounts in 2005, within just a year of its release. In 2023, after 18 years of service, Kart Rider was replaced by its sequel, Kart Rider: Drift, though the reception to this successor has been mixed and is still unable to surpass the legacy of its predecessor.

Kim Gyuri

24. 8. 10.

Is this Lies of K?: “Lies of P” game discourse in the context of the South Korean game industry’s longing for a stand-alone game title

“Lies of P” (Neowiz, 2023) takes place in Krat, a fictional city inspired by the Belle Époque period in Europe. One of the game’s NPCs (non-player characters), Eugénie, is portrayed as an outsider from a distant country east of Krat. She claims to come from the so-called ‘country of the morning,’ with a visual character design that resembles East Asian ethnic groups. Perhaps this character’s story was inspired by the Joseon Dynasty, a kingdom that existed on the Korean peninsula from the 14th to 19th century, which was typified as the “Land of Morning Calm” in the West around the 18th century based on the loose translation of the country’s name in Chinese characters (朝鮮).

Aska Mayer

24. 8. 10.

Playing with Shivering Bodies: Expectation, Exploration, Perception

The dark hallway I walk through seems to be deserted. I can only hear my own steps and the eerie soundscape of the cranking metal pipes surrounding me, and can barely see what lays beyond the light of my flashlight. I’m afraid, as I don’t know if something is waiting in the shadows for me. As I enter the next room, I hear heavy breathing and as the light catches a mutilated body, in between the dead and living, I feel my stomach contract from disgust.

Marc Lajeunesse

24. 8. 10.

Frights, Fears, and Fallout: Layers of Horror in Popular Gaming

In my personal gaming history I have two distinct memories of fear. The first time I was truly scared while playing a game was during the first Resident Evil in what has become a notorious scene from the game. Though at the time Resident Evil felt more like a slower action game than a horror game, there was one key moment when the player walks down a hallway when suddenly one dog, then another bursts through the windows from the outside causing fright, disorientation, and panic. This is an example of a pretty standard jump scare in games (and other media), and though it did frighten me at that moment, I didn’t carry any greater fear of those dogs and what they represented beyond a slightly heightened anxiety while I walked the halls of Spencer Mansion.

KyungHyuk Lee

24. 4. 10.

What’s fair price for video games?

In Korean gamer communities, there's this saying about playing games from the Steam library: "Back then, we never paid to play the game. Nowadays, we never play despite paying the game." The phrase sarcastically highlights the contrast between the game market back in the 80s-90s, when no one actually paid a fair price for video games with the abundance of pirated and copied games in Korea, compared to now with digital game distribution channels when people do not play the game despite after purchase.

Pawel Grabarczyk

24. 4. 10.

Randomness is a double-edged sword. The opposite reception of randomness in AAA and indie game sectors

It seems fascinating that the same mathematical phenomenon could become the foundation of the most acclaimed and the most despised design principles of modern gaming. As I will argue in this article, this is precisely what happened to randomness.

Solip Park

24. 2. 10.

How far can the ‘economics of crowdfunding’ go?: The comparative case of <Starfield> and <Baldur’s Gate 3>

If we were to choose two of the most talked-about RPG games in 2023, many would agree to pick <Starfield> (Bethesda Game Studios, 2023) and <Baldur’s Gate 3> (Larian Studios, 2023). It appears that gamers generally favor <Baldur’s Gate 3> over <Starfield> due to disappointing elements in its game design, despite it still managing to achieve good sales records thanks to the developers’ publicity. The game seems to have demonstrated the limitations of the so-called Bethesda-style RPG games, whereas <Baldur’s Gate 3> was praised for its rich interactivity and engaging role-playing elements. Some claim that this Belgium-made game has made a new mark in the RPG genre, listing it as one of the most critically acclaimed RPGs of 2023 alongside The Legend of Zelda: Tears of the Kingdom (Nintendo, 2023).

Henry Korkeila

23. 12. 10.

Alan Wake 2 – The brilliant sequel to a cult classic

Before we delve a bit deeper into the Dark Place that has Alan trapped, I shall talk more about the developers of the Alan Wake series, Remedy Entertainment (henceforth Remedy), and their impact on Finnish games industry.

Solip Park

23. 12. 10.

DejaVu Sans The NFT Games Dream – is it yet another tulip mania or path to our future?

Constraints can become stepping stones to innovation. The disproportionate market attention towards integrating blockchain technology into games is perhaps stemming from people’s desire to overcome the current constraints. Here, the idea of combining blockchains and games can be examined from two perspectives: First, exploring the intention behind advocating for this change, and second, discussing why such a change is deemed necessary at this time. Combining the findings from these two would allow us to acquire a comprehensive view of this matter and thus enable critical reflections on what the innovation could bring to our future.

Cortney Blamey

23. 10. 10.

Pings, Parley, and Pictures - How Players Communicate

Games are inherently social. In the wake of MUDs (Multi-User Dungeons) in the late 1970s to MMORPGs in the early 90s, playing games has been heralded as an opportunity to socialise and be social - antithetical to the usual “loner” gamer stereotype that is so pervasive in popular media. More recently, during the COVID-19 pandemic, games offered a pre-existing framework for keeping in touch and hanging out with friends when regions in Canada and the U.S. were facing mandatory lockdowns and curfews to stem the infection rates. Many turned to their headsets and keyboards to play games and catch up with friends when they could not see them face-to-face. However, a caveat to being a social space, is the potential for anti-social behaviours. This is not formed in the lack of socialising, a typical tenant of being anti-social, but rather in the deploying of modes of communication to have a different kind of social “fun”.

SNS에서 게임제너레이션의 새로운 소식을 받아보세요.

  • Facebook
  • X

​게임제너레이션 메일 구독하기

새로운 업데이트와 뉴스를 등록하신 메일로 보내드립니다.

Thanks for submitting!

크래프톤로고

​게임세대의 문화담론 플랫폼 게임제너레이션은 크래프톤의 후원으로 게임문화재단이 만들고 있습니다.

gg로고
게임문화재단
드래곤랩 로고

Powered by 

발행처 : (재)게임문화재단  I  발행인 : 김경일  I  편집인 : 조수현

주소 : 서울특별시 서초구 방배로 114, 2층(방배동)  I  등록번호 : 서초마00115호  I  등록일 : 2021.6.28

bottom of page