Results 11 to 20 of about 134 (121)
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 relationships and similarities between our existence within and without gameworlds.
Gualeni, Stefano, Vella, Daniel
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Over the recent holiday season, I more than once found myself in the position of explaining to a relative what it is that I do: “Oh, you study video games? But I thought you were in an English Department . . . I see.” The uncomfortably interdisciplinary field of “Game Studies” has been implicitly dealing with the same ...
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Using ludology and narrative theory, we explore the concept of the Mary Sue in RPGs as well as in fandom. In fantasy RPGs, self-insertion and wish fulfillment are encouraged. However, the presence of a Mary Sue can still disrupt the gaming experience.
Julia Beck, Frauke Herrling
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Jeux vidéo : entreprises numériques au croisement du ludique et du narratif
This article is concerned with the evolution of the narrative tools implemented by different development studios over the past five decades. Its goal is to raise the question of the evolution of the nature of stories, and of the space devoted to these ...
Rémi Cayatte
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Ludic effects in fiction: A case study of J.M. Coetzee’s Disgrace and its Russian and Ukrainian translations [PDF]
This article discusses translation strategies involved in reproducing ludic effects in Russian and Ukrainian translations of Coetzee’s novel Disgrace. Ludic effects, embedded in the text, outline the potential result(s) of literary gaming.
Izotova Natalya
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Tools for Mathematical Ludology
20 pages, 9 figures; minor corrections and ...
Paul Riggins, David McPherson
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A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role‐Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game.
Byungchul Park +2 more
wiley +1 more source
RETRACTED: Videogames and problems of media translation in the context of comparison of narratology and ludology [PDF]
See the retraction notice E3S Web of Conferences 420, 00001 (2023), https://doi.org/10.1051/e3sconf ...
Kluev Artem +4 more
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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
Video Games: A Paradoxically Painful Art Form?
Review of Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge, MA: The MIT Press, 2013, 176 pp.
Feleki, Despoinas Nikolaos
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