Results 21 to 30 of about 308 (93)

Perspectives on the European videogame [PDF]

open access: yes, 2021
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
core  

Philosophical Games [PDF]

open access: yes, 2022
Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non ...
Gualeni, Stefano
core   +2 more sources

Reimagining the “Well” (Digitally) Literate Body: Lessons From Children's Diverse (Digital)‐Literacies‐in‐the‐Body With Videogames at Home

open access: yesReading Research Quarterly, Volume 61, Issue 2, April/May/June 2026.
This graphical abstract provides an overview of the study's context, approach, key findings and implications. This ecoculturally informed study examined children's digital play and well‐being in relation to broader contexts, routines and practices.
Fiona Scott   +5 more
wiley   +1 more source

The Book of Genesis and other allegorical origin stories of games

open access: yesOrbis Litterarum, Volume 80, Issue 1, Page 1-18, February 2025.
Abstract This essay delves into the complex interplay between the sacred and the ludic, with a particular emphasis on allegorical origin stories from various religious and mythological traditions, highlighting their portrayal of games and the concept of play. The analysis includes the Judaeo‐Christian Book of Genesis and the Babylonian Enuma Elish.
Bo Kampmann Walther
wiley   +1 more source

Emplacing experience [PDF]

open access: yes, 2006
We propose that understandings of the role of space and place in everyday life are of value to designing the environment of Role Playing Games (RPGs). We compare aspects of space and place in spatial experiences while moving through terrains in physical ...
Browning, David   +3 more
core   +1 more source

The Protopolitics of Play: From Gameworlds to Playing-in-the-World [PDF]

open access: yes, 2022
How might we understand the medium of video games beyond the static structures of encoded processes and audiovisual signifiers, and better articulate the ways that games meaningfully intervene in the lived space and time of individual players?
Moralde, Oscar John Arellano
core   +1 more source

"Make it through with another point of view": landmarks to wayfind in gameworld [PDF]

open access: yes, 2005
We address inconsistencies in applying theory on landmarks recalled from familiar physical worlds to progressive wayfinding unfamiliar gameworlds in situ.
Bidwell, Nicola J.   +4 more
core   +1 more source

Światowość EverQuestu: odkrywając dwudziestopierwszowieczną fikcję

open access: yesTeksty Drugie, 2017
‘You’re in our world now!’ has been the slogan for EverQuest since 2000. This article takes this quote literally by exploring what ‘being in a gameworld’ actually entails. Taking its point of departure in a more general discussion of online gameworlds as
Lisbeth Klastrup
doaj  

»Vrummmummmmm FVISH!« [PDF]

open access: yes
Soundscapes are a key aspect in video games. Addrich Mauch presents a new set of methods for ethnomusicological field research and game sound analysis in game spaces.
Mauch, Addrich
core   +3 more sources

Dead Rising and the Gameworld Zombie [PDF]

open access: yes, 2019
This chapter investigates how the open-world game Dead Rising (Capcom 2006) uses zombies in its construction of the gameworld interface. Drawing on Weise’s (2009) research on ludic adaptations of the zombie and in particular his analysis of Dead Rising; as well as Jørgensen’s theory of gameworld interfaces (Jørgensen 2013a; 2013b; 2016), which ...
openaire   +3 more sources

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