[图书][B] The ludic subject and the ludic self: Analyzing the 'i-in-the-gameworld'

D Vella - 2015 - pure.itu.dk
It is a defining quality of the category of games fitting under the label of the 'figure game'that
they not only establish a world to be explored and experienced, but also a subjective identity …

Game characters as narrative devices. A comparative analysis of Dragon Age: Origins and Mass Effect 2

K Jørgensen - Eludamos: Journal for Computer Game Culture, 2010 - septentrio.uit.no
This article presents a comparative analysis of how characters are used as narrative tools in
Bioware's computer role-playing games Dragon Age: Origins (2009) and Mass Effect 2 …

Animating interaction

P Manning, I Gershon - HAU: Journal of Ethnographic …, 2013 - journals.uchicago.edu
This article engages with Ten Silvio's 2010 challenge to treat animation as a central trope for
understanding the relationship between selves and media. We discuss how animation can …

Why can I see my avatar? Embodied visual engagement in the third-person video game

D Black - Games and Culture, 2017 - journals.sagepub.com
This essay seeks to answer two questions raised by the success of video games where the
player looks at the character she is playing rather than seeming to inhabit the same …

Do players prefer integrated user interfaces? A qualitative study of game UI design issues

SC Llanos, K Jørgensen - … of DiGRA 2011 Conference: Think Design …, 2011 - dl.digra.org
With basis in a qualitative player study, this paper presents different player attitudes
concerning user interface elements. The paper focuses on how the game user interface …

Classical Antiquity in Video Games

C Rollinger - 2020 - torrossa.com
12.2 Technology tree in Age of Empires: Definitive Edition–in every age, a new layer of
technologies, units and buildings is unlocked (2017© Forgotten Empires/Microsoft) 211 12.3 …

Between the game system and the fictional world: a study of computer game interfaces

K Jørgensen - Games and Culture, 2012 - journals.sagepub.com
This article discusses the relationship between the user interface (UI) and the game world in
computer games, with point of departure in qualitative studies including players and game …

[图书][B] The informal learning of history with digital games

S Beavers - 2020 - search.proquest.com
Digital games that represent history, ie 'historical games', are a fundamental way that players
can engage with the past. Their focus on historical representations, narratives and …

Empathy with non-player characters? An empirical approach to the foundations of human/non-human relationships

J Harth - Journal For Virtual Worlds Research, 2017 - jvwr-ojs-utexas.tdl.org
This study deals with the question in which extent non-player characters (NPCs), in the
practice of playing video games, appear as social persons ready for relationships or if they …

Players as coresearchers: Expert player perspective as an aid to understanding games

K Jørgensen - Simulation & gaming, 2012 - journals.sagepub.com
This article argues for the use of expert players as coresearchers when studying game
systems and game design choices. As emergent systems that may react differently to …