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In-depth examination of mechanics & affective states involved in the RTTP (“Reacting to the Past”) pedagogy for live role-playing games set in history; getting past simplistic ideas of empathy to look at the merger of intense bleed-feeling and reflective distance to spark critical thinking

The “crayon problem” (where one crayola crayon is dubbed “flesh” color) and how it surfaces in the Sims 4, where fans for years decried or addressed (via modding) how lopsided skin tones limited range of dark-skinned avatars; analyzing as intense amounts of fan labor on EA’s behalf (c.f. Stanfill)

Looking at the Chilean indie game Rangers in the South, overtly committed to cultural representation — but ALSO importing a huge amount of neocolonial rhetoric in eurocentric genre tropes & mechanics from JRPG/WRPG, “evil native orcs” vs knights in armor, humans colonizing from the north, etc.

Sound design of Helldivers 2 analyzed in the long fascist tradition of sensory spectacle; the game has a spectacle-creating sound design (loud, punchy, distorted guns & explosions) fitting its macho-fascistic parody, but is ALSO quite typical in this style among AAA contemporaries

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Looking at Touken Ranbu, a “collect hot guys who’re ALSO famous historical swords” game little known in the west but which partnered with and brought lots of fan attention to actual preservation efforts for lost or damaged swords. Research on the emotional effects of anthropomorphization of objects!