Results 1 to 10 of about 81 (65)
Virtual Laboratories: Mesocosms and Gameworlds
This article explores the role of digital games as virtual laboratories for addressing ecological and climate change challenges. It begins by examining the intersection of citizen science and digital gaming, specifically initiatives that have enabled ...
Dustin Breitling
exaly +4 more sources
The Fictional Incompleteness of Digital Gameworlds
This paper presents and analyzes forms of fictional incompleteness that are commonly encountered as part of the experience of playing digital games. While some of these forms are recognized to be compatible with the incompleteness that characterizes non-interactive fictions (such as novels, paintings, and films), some of the ways in which fictional ...
Van de Mosselaer, Nele, Gualeni, Stefano
exaly +4 more sources
This paper proposes the notion of “meta-literacy”, understood as the player´s ability to navigate between spheres of reality and/or cross boundaries when interacting with a gameworld. We examine how meta-aesthetics functions in vide ogames and argue that
Silviano Carrasco, Susana Tosca
doaj +5 more sources
The Implied Designer and the Experience of Gameworlds
Abstract: As artefacts, gameworlds are designed and developed to fulfil certain functional and creative objectives. Players infer these purposes and aspirations from various aspects of their engagement with games. Based on their socio-cultural background, their sensitivities, gameplay preferences, and game literacy, they construct a subjective ...
Stefano Gualeni
exaly +6 more sources
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life.
exaly +3 more sources
Divide and the Rules: A Study on the Colonial Inheritance of Digital Games
The current article is an exploration into the colonial inheritance of digital games. It argues that the pervasiveness and persistence of discursive practices, like imagining the play world as the otherworld and valuing the play world for its pedagogical
Prabhash Ranjan Tripathy
doaj +1 more source
This article discusses four movies in which transgressions between gameworlds and diegetic realities take center stage: Brainscan (1994), Stay Alive (2006), Livescream (2018), and Choose or Die (2022).
Michael Fuchs
doaj +1 more source
Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds
The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential ...
Luka Perušić
doaj +1 more source
The Implied Designer of Digital Games
As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the ...
Nele Van de Mosselaer, Stefano Gualeni
doaj +1 more source
Reducing Extrinsic Burdens on Players of Digital Games: An Integrated Framework
Increasingly complex gameplay and gameworlds are placing greater demands on players, while grander approaches to help them cope, such as heads-up displays (HUDs), maps, notifications, and real-time statistics, may often create even more layers of ...
Harry Agius, Damon Daylamani-Zad
doaj +1 more source

