Results 41 to 50 of about 308 (93)

Batland: Transmedia Strategy & Videogame Spatiality in Gotham City [PDF]

open access: yes, 2018
Batland: Transmedia Strategy & Videogame Spatiality in Gotham City is an interdisciplinary study of how transmedia strategy (the construction and management of massively collaborative popular culture franchises) has impacted digital gameworlds, and what ...
Sinervo, Kalervo A.
core  

Piecing together performance: collaborative, participatory research-through-design for better diversity in games. [PDF]

open access: yes
Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player
Gardner, Reginald T.   +2 more
core   +1 more source

Virtual Worlds, Video Games and the COVID-19 Pandemic

open access: yes, 2023
Somoza Medina X, Somoza Medina M.
europepmc   +1 more source

From Embracing Eternity to Riding the Bull: Representations of Homosexuality and Gender in the Video Game Series Mass Effect and Dragon Age

open access: yes, 2017
Progressive and serious representations of homosexuality in Western mainstream video games are a recent phenomenon, and the Canadian developer BioWare has been instrumental in diversifying gender and sexuality representations in mainstream game culture ...
Østby, Kim Johansen
core  

Exploring terra incognita: wayfinding devices for games

open access: yes, 2007
The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative affects of disorientation or the conspicuous application of architectural principles known to support wayfinding.
Roturu, Mihai   +3 more
core   +1 more source

Something in the Air: A Phenomenology of Videogame Atmosphere

open access: yes
This dissertation presents a theorisation of videogame atmosphere from a phenomenological perspective. Atmosphere and atmospheric attunements are taken to be fundamental phenomena which come before any other type of 'immersion' into gameworlds.
Andrea Andiloro (18925996)
core   +1 more source

Processes of roling : mechanisms for adopting subjectivities in the gameworld

open access: yes, 2019
peer ...
Vella, Daniel   +3 more
openaire   +1 more source

Making the Virtual Actual: a research model to understand music of contemporary open-world video games [PDF]

open access: yes, 2019
The global video game industry has in part achieved its ubiquitous cultural influence through the creation of increasingly realistic gameworlds. Of these, contemporary open-world games offer vast internal environments presenting complex narrative ...
Smith, Barnabas Gregory
core  

Time for New Terminology?

open access: yes
This chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in connection with computer game sound. These terms are problematic because they do not take into account the functional aspects of sound and indicate how ...
Kristine Jørgensen
core   +1 more source

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