Immersive and engaging are words often used interchangeably to describe the player's experience of gameplay without clear distinction between what these terms refer to, and without investigation of the underlying basis of each experience. This paper aims to build upon previous work by other authors on the nature of the player's experience of gameplay by focusing on how these experiences are mediated by the player's point of control within the game-world
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As a complex and hybrid medium, games are at once a ‘text’ that can be read and an activity that dem...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
This thesis is exploring a new approach to the little known and conceptually diversified subject of ...
For over a decade now game research has aimed at describing the game experience by attempting to see...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
Immersion — also described as engagement, involvement, presence, or a sense of 'being there' in a vi...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
We propose that understandings of the role of space and place in everyday life are of value to desig...
This article argues for the adoption of an immersive-participatory method when analysing interactive...
The paper considers the recent academic struggle between "narratologists " and "ludol...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As a complex and hybrid medium, games are at once a ‘text’ that can be read and an activity that dem...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...
Immersive and engaging are words often used interchangeably to describe the player's experience of g...
What is the relationship between the player and the avatar of a video game? In this article, I aim t...
This thesis is exploring a new approach to the little known and conceptually diversified subject of ...
For over a decade now game research has aimed at describing the game experience by attempting to see...
UnrestrictedA study of the medium-specific properties of videogame discourse, this dissertation cons...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
Immersion — also described as engagement, involvement, presence, or a sense of 'being there' in a vi...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
We propose that understandings of the role of space and place in everyday life are of value to desig...
This article argues for the adoption of an immersive-participatory method when analysing interactive...
The paper considers the recent academic struggle between "narratologists " and "ludol...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
Avatars are a commonly used mechanism for representing the player within the world of a game. The av...
As a complex and hybrid medium, games are at once a ‘text’ that can be read and an activity that dem...
Due to the growing popularity of video games, gaming itself has become a shared experience among med...