[PDF][PDF] The Video Game Theory Reader 2

B Perron - 2009 - academia.edu
It need not be said that the field of video game studies is now a healthy and flourishing one.
An explosion of new books, periodicals, online venues, and conferences over the past …

In the frame of the magic cycle: The circle (s) of gameplay

D Arsenault, B Perron - The video game theory reader 2, 2008 - taylorfrancis.com
The simplest way to conceptualize the gaming activity is to see the game and the gamer as
two separate entities meeting at a junction point, which is commonly referred to as …

Casual game design values

A Kultima - Proceedings of the 13th international MindTrek …, 2009 - dl.acm.org
In this article, I examine the phenomenon of casual games and the underlying
transformation of digital play which the rise of this particular segment of the games industry …

Social constructionism and ludology: Implications for the study of games

M Montola - Simulation & Gaming, 2012 - journals.sagepub.com
This article combines the paradigm of social constructionism with the developing field of
ludology. As games are intersubjective meaning-making activities, their study requires …

Designing games for everyone: the expanded game experience model

A Kultima, J Stenros - … of the International Academic Conference on the …, 2010 - dl.acm.org
In this paper, we introduce and discuss a theoretical framework that can be used for
designing and understanding game experiences in their situated contexts. The framework …

Let me take you to the movies: Productive players, commodification and transformative play

O Sotamaa - Convergence, 2007 - journals.sagepub.com
/This article examines the contested issue of player productivity, with a focus on the
multifaceted relations between players and the game industry. These relations are explored …

Stepping out of the magic circle: Regulation of play/life boundary in MMO-mediated romantic relationship

KP Huynh, SW Lim, MM Skoric - Journal of Computer-Mediated …, 2013 - academic.oup.com
Massively multiplayer online role-playing games (MMOs) are spaces of socialization and
relationship formation and maintenance. This qualitative study seeks to understand how …

Modeling and analysis of features of team play strategies in esports applications

L Le, C Tsiango - Современные информационные технологии …, 2018 - cyberleninka.ru
The perfect combination of sports and information technologies, implemented in video and
computer games, has made eSports unusually popular, rapidly developing and meeting the …

Ludic mobilities: The corporealities of mobile gaming

I Richardson - Mobilities, 2010 - Taylor & Francis
Traditional critiques of computer and video games argue that the 'magic circle'defines the
parameters of game‐play, marking off a temporary world wherein particular game rules …

Co-creative game design as participatory alternative media

P Prax - 2016 - diva-portal.org
Abstract Prax, P. 2016. Co-creative Game Design as Participatory Alternative Media.
Uppsala Studies in Media and Communication 11. 95 pp. Uppsala: Acta Universitatis …