What are the exact aspects of the videogame medium, the precise features or combinations of features that lend themselves to expressing ideas and meaning? To chart this out, I beg...
If we agree with Sega and Nintendo advertising and look at the selling numbers of the game Super Monkey Ball, it seems that its characters, MeeMee, GonGon, Baby and AiAi would hav...
During the Gulf War of 1991, the television coverage was frequently observed to be ‘just like a video game’. This analogy primarily derived from the specific, ‘bombs-eye’ ...
The authors look at online tip exchanges as parts of gift economies created by the players and designers of console and online role-playing games in Taiwan. A group of experienced...
Does our preoccupation with navigable space distract us from the expressive potential of interactive media? Can our understanding of spatial context in virtual environments (VEs) ...
We advocate a research approach to determining the conditions of engagement in game simulation that is a multi-disciplinary cultural and scientific inquiry at the juncture of psyc...
Ralph Noble, Kathleen Ruiz, Marc Destefano, Jonath...
Instead of confining the player to a single role, the active participator model positions the player in a more flexible position towards the fictional gameworld: involved and imme...
This essay adopts a formal model of play as semiosis [18] to explore the often dysfunctional role of backstories within computer game design and play. Within this model, backstori...