An important question for video game research is how to characterize the video game experience. One common view emphasizes that players are cognitively able to operate with the game world as the experiential point of reference leading to states of "immersion, "spatial presence", or "engagement". A different view is that the player is also embodied and situated in the actual world, entailing that the video game experience also involves physical preconditions like hardware for playing. One aspect that has not been clearly thematized and analyzed is the contribution of the video game controller. I propose that the controller is not just an input device that lets the player act in the video game, but to play a video game is to act both on the c...
Amid the prominence and popularity of video game culture, it has changed dramatically – aestheticall...
Video games are a challenging object of study for the musicologist because they are never played the...
Thematic Special Number of E/C : Rivista dell’Associazione Italiana di Studi Semiotici. [http://www....
Computer game technology produces compelling ‘immersive environments’ where our digitally-native you...
What is the difference between a game and life? Is the game really ending when we go back to our eve...
In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics ...
This contribution explores some of the sociocognitive and semiotic aspects of virtual games. We begi...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
The potential of video games for learning is now widely accepted among the community of Educational ...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
In this paper, we propose the technique of cardboard semiotics. We explain the importance of symboli...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
What does it mean to ‘play along’ with video game music? Over the past few years, scholars such as A...
Amid the prominence and popularity of video game culture, it has changed dramatically – aestheticall...
Video games are a challenging object of study for the musicologist because they are never played the...
Thematic Special Number of E/C : Rivista dell’Associazione Italiana di Studi Semiotici. [http://www....
Computer game technology produces compelling ‘immersive environments’ where our digitally-native you...
What is the difference between a game and life? Is the game really ending when we go back to our eve...
In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics ...
This contribution explores some of the sociocognitive and semiotic aspects of virtual games. We begi...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
The potential of video games for learning is now widely accepted among the community of Educational ...
Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical e...
In this paper, we propose the technique of cardboard semiotics. We explain the importance of symboli...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
Videogame is a unique and, at the same time, widely diversified medium. The typical elements of oral...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
What does it mean to ‘play along’ with video game music? Over the past few years, scholars such as A...
Amid the prominence and popularity of video game culture, it has changed dramatically – aestheticall...
Video games are a challenging object of study for the musicologist because they are never played the...
Thematic Special Number of E/C : Rivista dell’Associazione Italiana di Studi Semiotici. [http://www....