Research on the nature of the medium of the video game probes questions of the appropriateness of the application therein of narrative, cybernetics, and traditional game theory, among other approaches. This paper explores the mobilization of theories of cybernetics within game theory, particularly in light of how the body is theorized in classic cybernetics work, current technoscience research on artificial intelligence and embodiment, and Csikszentmihalyi’s (1991) work on flow. How do ‘video games as cybertext’ theories mobilize and apply cybernetics, and how does the application of concepts in video game theory such as ergodics and feedback loops extend their preceding cybernetics conceptions? Furthermore, how do straightforward questions...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
This article describes the experience of playing computer games. With a media archaeological outset ...
Abstract This paper explores the mobilization of classic cybernetic research and flow theory within ...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
This inquiry asks whether or not there are preferred structural characteristics of games that are mo...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video gam...
Video games are anything but a marginalized subject among communication scholars and media psycholog...
Digital games have become a pervasive aspect of the contemporary media landscape, yet our understand...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
This article describes the experience of playing computer games. With a media archaeological outset ...
Abstract This paper explores the mobilization of classic cybernetic research and flow theory within ...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
Despite being the focus of academic studies for close to two decades and a significant part of popul...
This inquiry asks whether or not there are preferred structural characteristics of games that are mo...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-o...
This article develops and critiques the concept of ludic cyborgism: the notion that playing videogam...
Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video gam...
Video games are anything but a marginalized subject among communication scholars and media psycholog...
Digital games have become a pervasive aspect of the contemporary media landscape, yet our understand...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound ent...
This article describes the experience of playing computer games. With a media archaeological outset ...