Worlds in Play: International Perspectives on Digital Games ResearchWorlds 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.» |
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Contents
Contents | 1 |
Foundations Perspectives and Points of View | 9 |
Towards an Ontological Language for Game Analysis | 21 |
The Design of Narrative as an Immersive Simulation | 55 |
Towards a Hybrid | 63 |
Frame and Metaphor in Political Games | 77 |
The Future of Alternative and Critical | 87 |
Deviance | 103 |
Bridging the Telematic Flows | 179 |
Framing Virtual | 191 |
Making It Work Design and Architecture | 205 |
Simulated Illumination in Game Worlds | 221 |
Achieving Realistic Reactions in Modern Video Games | 229 |
New Design Methods for Activist Gaming | 241 |
Michaela Black Adrian Moore Karl Stringer | 249 |
Ludology Meets Narratology | 267 |
Digital Games | 115 |
The Case | 129 |
Unruly Creators | 143 |
Spaces and Places of Play | 151 |
Evolution of Spatial Configurations in Videogames | 159 |
Complicit | 169 |
Learning to Play Playing to Learn | 283 |
Games as a Platform for Situated Science Practice | 301 |
Girls Playing | 313 |
Are Video Games Good for Learning? | 323 |
Contributors | 337 |
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