This paper looks at existing computer games and virtual environments from the perspective of film theory and practice. From this, we will draw conclusions about the ways in which ...
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
User-driven innovation regards users as a resource in the innovation process. Taking prototypes of novel technology as a starting point, a dialogue with users becomes a springboar...
Interactive montage combines the elements of play and visual representation. The analysis of four examples of interactive montage in reference to a first person point of view high...
Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move ar...