Enter the avatar: The phenomenology of prosthetic telepresence in computer games

R Klevjer - The philosophy of computer games, 2012 - Springer
In this paper I will give a phenomenological account of embodied presence through
computer game avatars, based on Maurice Merleau-Ponty's analysis of bodily intentionality …

Object, me, symbiote, other: A social typology of player-avatar relationships

J Banks - First Monday, 2015 - firstmonday.org
Despite how humans and non-human objects relate in very social ways, the relations
between players and their online game avatars are most often examined through …

Ping to win? Non-verbal communication and team performance in competitive online multiplayer games

A Leavitt, BC Keegan, J Clark - Proceedings of the 2016 CHI Conference …, 2016 - dl.acm.org
Non-verbal communication plays a large role in online competitive multiplayer games, as
team members attempt to coordinate with each other without distraction to achieve victory …

Being in the World (of Warcraft): Raiding, realism, and knowledge production in a massively multiplayer online game

A Golub - Anthropological Quarterly, 2010 - JSTOR
This paper discusses two main claims made about virtual worlds: first, that people become"
immersed" in virtual worlds because of their sensorial realism, and second, because virtual …

[图书][B] A multimodal approach to video games and the player experience

W Toh - 2018 - taylorfrancis.com
This volume puts forth an original theoretical framework, the ludonarrative model, for
studying video games which foregrounds the empirical study of the player experience. The …

Time for new terminology?: Diegetic and non-diegetic sounds in computer games revisited

K Jørgensen - Game sound technology and player interaction …, 2011 - igi-global.com
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 …

Interactivity

L Landay - The Routledge companion to video game studies, 2023 - taylorfrancis.com
Interactivity is the potential for, or phenomenon of, interaction; interactivity can be a property
of an artifact, a perception, or an experience. The term interactivity is not well understood …

Listening to fear: A study of sound in horror computer games

G Roux-Girard - Game sound technology and player interaction …, 2011 - igi-global.com
This chapter aims to explain how sound in horror computer games works towards eliciting
emotions in the gamer: namely fear and dread. More than just analyzing how the gamer …

[PDF][PDF] Colors and emotions in video games

E Joosten, G Van Lankveld, P Spronck - 11th International Conference …, 2010 - spronck.net
People experience emotions when playing videogames, and these emotions are a main
reason for playing. In our research, we examine whether colors can be used in videogames …

Knowing the way. Managing epistemic topologies in virtual game worlds

U Bennerstedt, J Ivarsson - Computer Supported Cooperative Work …, 2010 - Springer
This is a study of interaction in massively multiplayer online games. The general interest
concerns how action is coordinated in practices that neither rely on the use of talk-in …