Results 51 to 60 of about 308 (93)
The Routledge companion to imaginary worlds /
This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media including literature, television, film, and games.
Wolf, Mark J. P.,edt
core
Time for New Terminology? Diegetic and Non-Diegetic Sounds in Computer Games Revisited
This chapter is a critical discussion of the use of the concepts diegetic and non-diegetic in connection with computer game sound. It is argued that the terms are problematic because they do not take into account the functional aspects of sound and how ...
Jørgensen, Kristine
core
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Introduction to Part III: Games and Gameworlds
Philosophy of Engineering and Technology, 2012We describe what a player does or what she experiences with reference to objects and events in the world of the computer game. This means that when we investigate answers to the questions posed in the earlier parts of this book, such as the nature of play versus serious activity, the content of emotions, the morality of a players actions and the ...
John Richard Sageng
exaly +2 more sources
Individual Incentives for Investment in Gameworlds
2016Social theorist George Caspar Homans (1910–1989) believed that all the social sciences should converge as one, yet was an opponent of functionalist attempts to understand society as a unit, because he believed the individual person was the appropriate unit of analysis.
William Sims Bainbridge
exaly +2 more sources
Being-in-GameWorlds: Existence, Experience, and the Game Event
Neue Perspektiven Der Medienästhetik, 2020Twin particle projector cannons (PPCs) fizz with electricity. Jets of energized lightning pulse forward, crashing into the center torso of my prized Mech, a ‘Hatchetman’ HCT-3 F. A brief silence holds before an ominous ‘pop’ and a burst of fire as the torso crumbles.
Steven Conway
exaly +3 more sources
Generating Gameworlds With Computers: The Case for Procedural Creativity
Information and Learning Science, 2019PurposeDespite the popularity of the Computational Thinking (CT) paradigm and the call for broad social diffusion of CS fundamentals, the authors argue that the concept is inherently limited and limiting and does not sufficiently convey an understanding of how to enable people to create with computational technologies.
Matthew Jason Wells, Jason Boyd
exaly +2 more sources
A Quest?!: The Secret Life of Gameworld Punctuation
Proceedings of the ACM on Human-Computer Interaction, 2023At times, the interfaces of videogames -- gameworlds -- contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their creation, yet remain undiscussed by designers.
Nicolas J. LaLone +2 more
openaire +1 more source
Journal of Gaming & Virtual Worlds, 2019
This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience.
Steven Conway, Bradley Elphinstone
openaire +2 more sources
This article focuses on the phenomenon of meaningful experiences within digital games. To this end, rather than game studies, we propose ‘Gameworld Studies’ as better articulating both the goal of certain theorists and theoretical approaches, and the player experience.
Steven Conway, Bradley Elphinstone
openaire +2 more sources

