Sciweavers

DIGRA
2003
Springer
13 years 10 months ago
WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media
This paper will focus on the inter-relationships between media, technology and culture as demonstrated by the online multiplayer FPS scene, and will make explicit the degree to wh...
Sue Morris
DIGRA
2003
Springer
13 years 10 months ago
Encounters with consumption during computer-mediated play: the development of digital games as marketing communication media
This paper explores the use of digital games for marketing communications using two theoretical perspectives. Firstly, the external contexts in which video game play takes place a...
Mike Molesworth
DIGRA
2003
Springer
13 years 10 months ago
Videogame art: remixing, reworking and other interventions
This paper explores some of the areas of intersection between videogames and both digital and non-digital art practice. By looking at examples of art practice drawn from videogame...
Grethe Mitchell, Andy Clarke
DIGRA
2003
Springer
13 years 10 months ago
A Real Little Game: The Pinocchio Effect in Pervasive Play
Mobile digital technologies and networks have fueled a recent proliferation of opportunities for pervasive play in everyday spaces. In this paper, I examine how players negotiate ...
Jane McGonigal
DIGRA
2003
Springer
13 years 10 months ago
Expressive AI: Games and Artificial Intelligence
In recent years, as dramatic increases in graphic sophistication began yielding diminishing returns, the technical focus in game design has been turning towards Artificial Intelli...
Michael Mateas
DIGRA
2003
Springer
13 years 10 months ago
Participatory design and opposing interests in development of educational computer games
In this study we have followed a participatory design process in a class of children aged 11 and 12. The development team, a group of Danish schoolteachers, invited the children t...
Rikke Magnussen, Morten Misfeldt, Tasha Buch
DIGRA
2003
Springer
13 years 10 months ago
Characters in Computer Games: Toward Understanding Interpretation and Design
Interpretation of characters is a fundamental feature of human behavior. Even with limited information available, people will assign personality – even to inanimate objects. Cha...
Petri Lankoski, Satu Heliö, Inger Ekman
DIGRA
2003
Springer
13 years 10 months ago
Supporting visual elements of non-verbal communication in computer game avatars
Communication between players in networked computer games is often inadequately implemented. The games do not exploit the full potential of using different forms of communication ...
Tomi Kujanpää, Tony Manninen
DIGRA
2003
Springer
13 years 10 months ago
Games as Technological Entry Point: A Case Study of Uzbekistan
This paper considers cross-cultural patterns of game-playing activities. The paper is part of an overall argument regarding computer games as a possible technological entry point ...
Beth E. Kolko, Alex Thayer
DIGRA
2003
Springer
13 years 10 months ago
Player Character Design Facilitating Emotional Depth in MMORPGs
How can we create computer games facilitating emotional depth in the playing experience? When entering into a persistent virtual game world the player leaves the body behind. It i...
Mirjam Eladhari, Craig A. Lindley