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Cybertext: Perspectives on Ergodic Literature
Perspectivas e o que temos, quer se discuta o texto quer se discuta o cibertexto. Dizia Ricoeur que o texto como um todo singular se pode comparar a um objecto, visto de varios lados mas nunca de
Computer Game Studies, Year One
Playing Research: Methodological approaches to game analysis
INTRODUCTION The study of game aesthetics is a very recent practice, spanning less than two decades. Unlike game studies in mathematics or the social sciences, which are much older, games became
Genre trouble : narrativism and the art of simulation
, 1 rc media for telling stories, while the opposing side t laims that stories and games are different structures I hat are in effect doing opposite things. One crucial .1spect of this debate is
A narrative theory of games
This paper presents a narrative theory of games, building on standard narratology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that
I Fought the Law: Transgressive Play and The Implied Player
This paper will go beyond the traditional split between the social sciences’ real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game’s human components.
Game Classification as Game Design: Construction Through Critical Analysis
The viability of the open-ended game classification model described in “A Multi Dimensional Typology of Games” is discussed with emphasis on how a structural theory of games can contribute to game design and the development of formal and semiformal game design methods, such as Game Design Patterns.
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
It is claimed that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life and the healthy majority of gamers will be affected negatively.
The Question of Spatiality in Computer Games
In a brilliant and famous passage from his novel Neuromancer (1984), the science fiction writer William Gibson analyses the still (e)merging elements of computer culture, ironically describing the
A multidimensional typology of games
The aim of the model is to identify the main differences between games in a rigorous, analytical way, in order to come up with genres that are more specific and less ad hoc than those used by the industry and the popular gaming press.