Sciweavers

DIGRA
2005
Springer
14 years 28 days ago
Games, Montage and the First Person Point of View
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...
Michael Nitsche
DIGRA
2005
Springer
14 years 28 days ago
The Pervasive Interface; Tracing the Magic Circle
This paper is an addition to the discourse surrounding interface theory and pervasive games. A buzzword by nature, the term ´interface´ needs to be investigated and redefined in...
Eva Nieuwdorp
DIGRA
2005
Springer
14 years 28 days ago
Shadowplay: Simulated Illumination in Game Worlds
Despite the fact that there are currently a number of enjoyable digital games in which light plays a key role, we lack a vocabulary with which to discuss simulated illumination in...
Simon Niedenthal
DIGRA
2005
Springer
14 years 28 days ago
Albert Goes Narrative Contracting
RPG’s (Role Playing Games) and improvisational theatre have some obvious similarities. Both require the participants to work together in real-time to construct dynamic narrative...
Ken Newman, Robert Grigg
DIGRA
2005
Springer
14 years 28 days ago
/hide: The aesthetics of group and solo play
In this essay, I examine differences between individual and social play and, in particular, the differences between individual and social play within digital media forms designed ...
David Myers
DIGRA
2005
Springer
14 years 28 days ago
The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports
Desmond E. Mulligan, Michael W. Dobson, Janet McCr...
DIGRA
2005
Springer
14 years 28 days ago
Designing Goals for Online Role-Players
The increasing popularity of persistent worlds and the predicted rise of pervasive gaming, both having a strong inherent potential for role-playing, stress a classical challenge o...
Markus Montola
DIGRA
2005
Springer
14 years 28 days ago
The pleasures and practices of virtualised consumption in digital spaces
Videogames now enable players to spend virtual fortunes on exotic virtual goods and even create and sell virtual artefacts. Online consumers may also browse endlessly through virt...
Mike Molesworth, Janice Dengeri-Knott