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DIGRA
2003
Springer
13 years 9 months ago
How Videogames Express Ideas
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...
Matthew Weise
DIGRA
2003
Springer
13 years 9 months ago
The appeal of cute monkeys
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...
Susana Pajares Tosca
DIGRA
2003
Springer
13 years 9 months ago
"This isn't a computer game you know!": revisiting the computer games/televised war analogy
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’ ...
Melanie Swalwell
DIGRA
2003
Springer
13 years 9 months ago
Game Tips as Gifts: Social Interactions and Rational Calculations in Computer Gaming
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...
Chuen-Tsai Sun, Holin Lin, Cheng-Hong Ho
DIGRA
2003
Springer
13 years 9 months ago
Space, Agency, Meaning and Drama in Navigable Real-Time Virtual Environments
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) ...
Stanislav Roudavski, François Penz
DIGRA
2003
Springer
13 years 9 months ago
Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age
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...
DIGRA
2003
Springer
13 years 9 months ago
Stepping Back: Players as Active Participators
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...
Michael Nitsche, Maureen Thomas
DIGRA
2003
Springer
13 years 9 months ago
The attack of the backstories (and why they won't win)
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...
David Myers