Results 51 to 60 of about 308 (93)

The Routledge companion to imaginary worlds /

open access: yes, 2018
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

open access: yes, 2010
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  

Introduction to Part III: Games and Gameworlds

Philosophy of Engineering and Technology, 2012
We 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

2016
Social 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, 2020
Twin 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, 2019
PurposeDespite 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, 2023
At 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

Towards gameworld studies

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

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