Dom Ford

Dom Ford
IT University of Copenhagen · Center for Computer Games Research

MA, MSc

About

9
Publications
5,694
Reads
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43
Citations
Introduction
I'm a PhD Fellow at the IT University of Copenhagen studying myth and the production of meaning in digital games. I hold a BA and an MA in English, and in 2019 I completed an MSc in Games at the IT University of Copenhagen. I'm particularly interested in myth, monsters, spatiality and the representation and depiction of history and the past (both real and fictional histories) in digital games.
Additional affiliations
August 2019 - March 2020
IT University of Copenhagen
Position
  • PhD Student
August 2018 - May 2019
IT University of Copenhagen
Position
  • Research Assistant
Education
August 2017 - August 2019
IT University of Copenhagen
Field of study
  • Games Design and Theory
September 2015 - August 2016
University of Exeter
Field of study
  • English Literary Studies
September 2012 - July 2015
University of Exeter
Field of study
  • English

Publications

Publications (9)
Article
Full-text available
Civilization V as one of the most successful and definitive works of the 4X videogame genre presents a clear narrative of empire-building that, I will argue, is problematic when set against postcolonial theory. With many studies lauding the series for its educational capacities I argue that with an affective turn to the role of the player, the game...
Conference Paper
Full-text available
The cities of the ever prevalent neomedieval fantasy roleplaying game are integral to their gameworlds. They act as quest hubs, goals, centres for action and places of safety. Much of the loop of the game revolves around leaving the city to complete quests, then returning to the city again, and repeat. In this paper, I take a closer look at the bou...
Conference Paper
Full-text available
The relationship between humankind and technology is fundamental, but also a longstanding source of unease, particularly as that relationship has become ever more intimate and irreversible. In this paper, I connect this age-old anxiety with the age-old figure of the giant, a monster similarly intertwined with ancient questions on the boundaries of...
Conference Paper
Full-text available
Using the Dark Souls series as an example, I examine how a frame of 'monster of excess' can be used to read giantness in digital games. The monster of excess finds a paradigmatic example in the giant, an age-old mythic figure still prevalent within digital games. Many elements are directly borrowed or translated from other artistic forms such as fi...
Article
Full-text available
I examine the prevalent construction of the long-lost yet technologically more highly-advanced society in the Mass Effect trilogy and The Legend of Zelda: Breath of the Wild. First, I situate this construction within its long history, which finds a common touchstone in the myth of Atlantis. Through the lens of Jacques Derrida's hauntology, I consid...
Presentation
Full-text available
What is ‘old school’ about Old School RuneScape? In this presentation, I discuss the history of the MMORPG RuneScape and the steps that led to Jagex in 2013 releasing a version of the game from 2007, titled Old School RuneScape, alongside their flagship iteration of the MMO, RuneScape 3. Through a lens of myth, I argue that a communal process of my...
Thesis
Full-text available
Too monstrous to be truly accepted, too human to be entirely and comfortably cast out. The giant has traditionally held a unique position amongst monsters, an "Intimate Stranger" (Cohen, 1999, p. xi) who threatens the boundaries of the categories we impose upon the self, society and culture. In this thesis, I consider what the position of the giant...
Presentation
Full-text available
In How To Do Things With Videogames, Ian Bogost argues that videogames offer “an experience of the ‘space between points’ that had been reduced or eliminated by the transportation technologies that began with the train” (2011, 49). But when we watch a speedrun of a game such as The Legend of Zelda: Ocarina of Time (Nintendo EAD 1998), what we inste...
Thesis
Full-text available
This dissertation aims to situate moral play under a structure of godhood. This comprise two distinct but intertwining elements: the player-as-god and diegetic gods. The player-as-god is a concept I will outline that describes the player-avatar relationship as a dualistic notion that encompasses the avatar as a distinct, diegetic character, and the...

Projects

Projects (2)
Project
This is my PhD project, in which I use myth as a framework for understanding how games make meaning. Myth, following the semiotic, Barthesian understanding (rather than as a genre of narratives), can usefully incorporate multiple and conflicting narrative strands alongside performative aspects like play in a cohesive theory of meaning-making.
Project
This project collects my research on monsters, and often more specifically on giants. In these works, I view monsters primarily as reflections and manifestations of cultural anxieties and boundary-forming, and explore how this works in digital games more specifically.