Results 11 to 20 of about 308 (93)
The following publication contains book reviews of these titles:- Seth Giddings, (2014) Gameworlds: Virtual Media and Children’s Everyday Play. New York: Bloomsbury Academic. 192 pages. ISBN-10: 1501318292. ISBN-13: 978-1501318290.- Gibbons, A. S. (2014).
Sian Beavers +3 more
doaj +2 more sources
Ethics in immersive gameworlds : personal growth and social change
This research was conducted to gain a deeper understanding of ethical issues confronting Alternative Reality Game (ARG) players who, when faced in a gameworld with actual life problems, must collectively reach solutions which are expressed through narratives and critical literacy.
Boskic, Natasha
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Zombies and India: The neoMONSTERS Epidemiology
Abstract This paper hunts for zombies – both “real” and “unreal”– in contemporary Indian Science Fiction. It investigates how India's undead appropriate semantic markers of the global zombie industry via metaphors of monstrosity and how they simultaneously propagate a monstrosity of metaphors that disrupts social cohesion and communal harmony. Adopting
Sami Ahmad Khan
wiley +1 more source
Single‐player videogames in leadership learning
Abstract This article offers an overview and analysis of the ways in which first‐person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying ...
Kristin M. S. Bezio
wiley +1 more source
Existential Ludology and Peter Wessel Zapffe [PDF]
A relatively common approach in game studies understands gameworlds as constituting an existential situation for the player. Taking that stance, which is rooted in the European philosophical tradition of Existentialism, in this chapter we investigate the
Gualeni, Stefano, Vella, Daniel
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The Haunting of Ancient Societies in the Mass Effect trilogy and The Legend of Zelda: Breath of the Wild [PDF]
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.
Ford, Dom
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Playing Dystopia: nightmarish worlds in video games and the player's aesthetic response [PDF]
Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events.
Farca, Gerald, Gerald Farca
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Gandalf on the Death Star: Levels of Seriality between Bricks, Bits, and Blockbusters
Over the past 65 years millions of fingers have constructed their own worlds of wonder with LEGO bricks, and thousands of fingers have controlled LEGO figures through franchise-designed gameworlds of wonder with LEGO bits.
Rikke Toft Nørgård, Claus Toft-Nielsen
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Dynamic Difficulty Balancing for Cautious Players and Risk Takers
Dynamic balancing of game difficulty can help cater for different levels of ability in players. However, performance in some game tasks depends on not only the player′s ability but also their desire to take risk. Taking or avoiding risk can offer players its own reward in a game situation.
Guy Hawkins +3 more
wiley +1 more source
Time and Space in Digital Game Storytelling
The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game ...
Huaxin Wei +3 more
wiley +1 more source

