Results 11 to 20 of about 6,740 (213)

Mazes, monsters and multicursality. Mastering Pac-Man 1980–2016

open access: yesCogent Arts & Humanities, 2016
This paper explores the creation and codification of techniques for playing, beating and breaking Namco’s Pac-Man (1980). The findings are based on original archival research that draws on a range of early video game strategy publications in addition to ...
James Newman
doaj   +1 more source

Correspondances et contrastes entre jeux traditionnels et jeux numériques

open access: yesSciences du Jeu, 2016
Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always ...
Delphine Buzy-Christmann   +3 more
doaj   +1 more source

Przestrzeń w grze wideo Dark Souls jako narzędzie do kreowania światoopowieści

open access: yesImages, 2023
The aim of the article is to analyze how space in the video game “Dark Souls” affects various aspects of the interactive text, especially its plot and gameplay.
Michał Mróz
doaj   +1 more source

La construcción de la soledad a través del gameplay en Silent Hill: Homecoming

open access: yesBrumal: Revista de Investigación sobre lo Fantástico, 2015
Este trabajo contempla el desarrollo del tópico de la soledad a través del gameplay de Silent Hill: Homecoming. Para ello, se parte de los elementos endógenos del juego y se analiza su puesta en diégesis a través de su aplicación al mundo ficcional.
Laksmy Irigoyen Regueiro
doaj   +1 more source

A Game of Twisted Shouting

open access: yesEludamos, 2022
This article takes a deeper look at the notion of ludo-narrative dissonance (henceforth LND), a popular term that refers to the perceived clash between the ludic and the narrative aspects of games.
Paweł Grabarczyk, Bo Kampmann Walther
doaj   +1 more source

“Más grande, más rápido, mejor”: la representación de la Historia universal en Civilization IV

open access: yesComunicación, 2022
Civilization IV es un videojuego de estrategia muy popular que tiene como referente la Historia Universal. Habitualmente se ha hablado de su importante potencial divulgativo y pedagógico y, al mismo tiempo, se le ha acusado de representar la Historia a ...
Mercè Oliva Rota   +2 more
doaj   +1 more source

L’immersion fictionnelle au-delà de la narrativité

open access: yesSciences du Jeu, 2018
This article is intended to show how game components interact to favor the player’s fictional immersion. With the help of a ludonarrative approach and in light of Calleja’s holistic model of immersion as well as Ermi and Mäyrä’s SCI-Model, we intend to ...
Gabrielle Trépanier-Jobin   +1 more
doaj   +1 more source

La nouveauté de l'image vidéoludique

open access: yesSciences du Jeu, 2019
The idea that video games are a relevant object for philosophy is not immediately obvious. In order to question what a philosophy of video games could mean, we suggest a methodological reflection based on the potential novelty of the video game image. We
Michaël Crevoisier
doaj   +1 more source

Remote Female Fixation—A Grounded Theory on Semi-Illegal Sharing of Nude Imagery Online

open access: yesForum: Qualitative Social Research, 2021
In this article, we present the classic grounded theory of remote female fixation, which provides new knowledge on the illegal sharing of sexualized images of young girls in networked communities on the internet.
Hilde Otteren, Astrid Gynnild
doaj   +1 more source

« Piller, Tuer, Survivre » : Apocalypse zombie, exploration et expérience vécue dans DayZ

open access: yesReS Futurae, 2018
Dans cet article, je soutiens que le jeu vidéo DayZ est une représentation engagée de l’apocalypse zombie, bien plus que toute autre forme cinématographique ou littéraire, notamment grâce à son statut de média numérique et de simulation interactive.
Lars Schmeink
doaj   +1 more source

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