This thesis argues that the notion of player experience in relation to computer games is intrinsically linked to the body. Taking the idea of aesthetic experience, or sensuous experience, in computer game play as its starting point, my thesis considers computer games from within an interdisciplinary cross section of phenomenology, cultural studies and visual culture. Computer games have in a reasonably short amount of time reached a stage where they are an integral part of contemporary society: historically, economically and culturally. The current field of computer games comprises a vast array of genres, styles, stories, experiments and media. Because computer games are interactive objects, I argue that an analysis should begin wi...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity t...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
The creation of experiences is a focused Masters by Research thesis in the field of media and speci...
From the earliest days of video game studies as a field, and before - with discussions of virtual re...
This article describes the experience of playing computer games. With a media archaeological outset ...
This article describes the experience of playing computer games. With a media archaeological outset ...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, includ...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity t...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate...
The creation of experiences is a focused Masters by Research thesis in the field of media and speci...
From the earliest days of video game studies as a field, and before - with discussions of virtual re...
This article describes the experience of playing computer games. With a media archaeological outset ...
This article describes the experience of playing computer games. With a media archaeological outset ...
Human-computer interactions are increasingly using more (or all) of the body as a control device. We...
This dissertation examines how the algorithmic processes and logics of 3D videogame engines shape ou...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, includ...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
This paper discusses the nature and limits of player embodiment within digital games. We identify a ...
The paper develops a phenomenological perspective on virtual interactions, which focuses on the cent...
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity t...
This paper aims to identify an understanding of digital games in virtual environments by using Don I...