Abstract This paper explores the mobilization of classic cybernetic research and flow theory within video game theory, particularly in relation to their conceptualizations of the mind and the body. Through a consideration of rule structures, meaningful play, and the magic circle in video game play, the systematic and structural considerations of cybernetics are contrasted with the study of pleasure and immersion in flow theory. Through these analyses, this paper considers whether the use of cybernetics and flow serves to epistemologically emphasize or displace the body in a medium that has been argued b
Despite being the focus of academic studies for close to two decades and a significant part of popul...
peer reviewedIn this paper, we aim to propose a theory for understanding and analyzing the experienc...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
This inquiry asks whether or not there are preferred structural characteristics of games that are mo...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
In this PhD thesis I construct a method for the analysis of video game media based upon the concepts...
Despite the increasing maturity of the field of videogame studies, central concepts such as gameplay...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
peer reviewedIn this paper, we aim to propose a theory for understanding and analyzing the experienc...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Research on the nature of the medium of the video game probes questions of the appropriateness of th...
This inquiry asks whether or not there are preferred structural characteristics of games that are mo...
This study deems that to play a videogame is to gain a literacy of the body. The motor aspect of hum...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
In this PhD thesis I construct a method for the analysis of video game media based upon the concepts...
Despite the increasing maturity of the field of videogame studies, central concepts such as gameplay...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
peer reviewedIn this paper, we aim to propose a theory for understanding and analyzing the experienc...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...