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...
Our research on Interactive Drama aims at conciliating interaction and story at the deepest level, the level of action. From a given story representation formalism, a set of eleme...
We present a structural framework to describe games in terms of components. The components are divided into four major areas: meta-structure, bounding, narrative and objective. Th...
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 ...
The Diverse Worlds Project analysed 130 computer and video games (CVGs) to understand their textual landscape. Titles were sampled from the five gaming platforms dominant in 2002....