A structural theoretical framework based on motor play to categorize and analyze active video games

CSG González, VN Adelantado - Games and Culture, 2016 - journals.sagepub.com
Active video games (AVG) take the form of motor play (MP) and resemble active practices. In
this article, both types of games (AVG and MP) were analyzed, in an effort to find categorical …

[HTML][HTML] Ludic interfaces. Driver and product of gamification

M Fuchs - G| A| M| E Games As Art, Media, Entertainment, 2012 - gamejournal.it
The recent success of non-standard and playful interface devices like Wii Remote, Move,
and Kinect is an indicator of a process that demonstrates that ludic interfaces might be the …

[图书][B] Phantasmal spaces: archetypical venues in computer games

M Fuchs - 2019 - books.google.com
Recognizable, recurring spatial settings in video games serve not only as points of reference
and signposts for orientation, but also as implicit sources of content. These spatial …

'I am he. I am he. Siri rules': Work and play with the Apple Watch

C Wilmott, E Fraser, S Lammes - European Journal of …, 2018 - journals.sagepub.com
In this article, we will use autoethnographic accounts of our use of the Apple Watch to
analyse a new type of ludic labour that has emerged in recent years, in which leisure …

Rhetorics, simulations and games: The ludic and satirical discourse of molleindustria

G Ferri - International Journal of Gaming and Computer …, 2013 - igi-global.com
Abstract Oiligarchy (Pedercini (Molleindustria), 2008) and Phone Story (Pedercini
(Molleindustria) & Yes Lab, 2011) are two apparently simple games that integrate game …

Game-informed assessment for playful learning and student experience

M Pavlou - Journal of Classics Teaching, 2020 - cambridge.org
The educational value of play has long been acknowledged. During recent decades, much
attention has been paid to video games and the multifarious ways in which they can promote …

Ludics for a Ludic Society. The Art and Politics of Play

M Jahrmann - 2011 - plymouth.researchcommons.org
This dissertation provides an analysis of, and critical commentary on, the practice of
playfulness as persistent phenomenon in the arts, technology and theory. Its aim is to …

[PDF][PDF] Playful interactions: a critical inquiry into interactive art and play

T Bech - 2014 - pdfs.semanticscholar.org
PLAYFUL INTERACTIONS: TINE BECH Page 1 ! ! ! ! ! ! ! PLAYFUL INTERACTIONS: A CRITICAL
INQUIRY INTO INTERACTIVE ART AND PLAY TINE BECH Thesis submitted in partial …

Enacting and Safeguarding Digital Intangible Heritage with Emerging Technologies and Speculative Design

M Khan - 2022 - researchoutput.csu.edu.au
This doctoral study aimed to not only summarise the literature on Intangible Cultural
Heritage (ICH), but also to speculate on how emerging technologies can facilitate the …

War and will: a multisemiotic analysis of metal gear solid 4

C Ng - 2017 - theses.lib.polyu.edu.hk
Videogames have emerged as a pivotal medium and concept-creating metaphor of the
digital present. Proposing two analytical frameworks for multisemiotic and gameplay …