Worlds in Play: International Perspectives on Digital Games ResearchSuzanne De Castell, Jennifer Jenson Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.» |
Contents
Introduction | 1 |
Janet H Murray | 11 |
Towards an Ontological Language for Game Analysis | 21 |
Copyright | |
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accessed July 14 actions activity Advance Wars agency amateur ambient intelligent approach argue artificial intelligence audio Auran Available avatars behavior challenge cognitive commercial games complex computer games concept create creators cultural defined design space entities environment example exploration Figure Final Fantasy Final Fantasy XI frame Frasca game design game developers game players game studies game world game's gameplay experience gamers genre goals graphics griefer human immersion input interactive story interactive storytelling interface July 14 Last accessed July learning light ludology ment MMORPGs narrative Neverwinter Nights non-player characters online gaming ontology Painstation participants perspective play potential Press representation response role role-playing games rules scene Scoot screen scripting simulation social specific strategy structure theatrical theory tion Tkool games Tkoolers Trainz types understanding University video games videogames virtual world