Results 91 to 100 of about 209,565 (214)
On fictional games and fictional game studies
We explain the concept of fictional games and the theoretical and disciplinary progression that this special issue represents. We summarise the issue and the contributions within it.
Stefano Gualeni +2 more
openaire +3 more sources
Narratives of independent production in video game culture
Independent gaming, by describing itself as 'independent', automatically establishes its opposing force: a 'dependent', mainstream industry to be emancipated from.
Ruffino, Paolo
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Machinima: Video Game As An Art Form?
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinima is the “art of making animated movies in a 3D virtual environment in real time” (Marino, 2004, p. 2).
Picard, Martin
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Infinite two-player games are of interest in computer science since they provide an algorithmic framework for the study of nonterminating reactive systems. Usually, an infinite game is specified by an ω-language containing all winning plays for one of the two players or by a game graph and a winning condition on infinite paths through this graph.
openaire +2 more sources
Cheating by Video Game Participants
In this paper, I explore the concept of cheating in the medium of the video game. Why do people do it? How does online cheating differ from offline? The existence of cheat codes seems to imply that cheating is rampant and even encouraged - orperhaps it’s
Parker, Jim
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Intervention for Inclusivity: Gender Politics and Indie Game Development
In this paper, we investigate the relationship between the indie identity, independence as a rhetoric, principles of interventionist work, and different models for creating a more inclusive industry.
Harvey, Alison, Fisher, Stephanie J
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Virtual Reality Design: How Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds
With the upcoming generation of virtual reality HMDs, new virtual worlds, scenarios, and games are created especially for them. These are no longer bound to a remote screen or a relatively static user, but to an HMD as a more immersive device.
Christian Stein
doaj
Participatory Arts-based Game Design: Mela, a Serious Game to Address SGBV in Ethiopia
The emerging body of work on participatory game design (PGD) highlights the significance of working with end-users’ voices as the starting point. This is particularly critical in serious games that seek to impact social change in areas such as sexual and
Sadati, S M Hani, Mitchell, Claudia
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To Automaticity and Beyond: Narrative Interpretation in Game and Novel
Common wisdom often posits that game-playing is the enemy of reading, that it offers one of a plethora of “distractions” that seduce people away from the power of the printed page. In this article it is proposed that we do not to take on this stereotype,
Mackey, Margaret
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This exploratory study examines three video games as case studies for how video games may portray mental illness through interactive, non-narrative design features.
Anderson, Sky LaRell
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