Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game...
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in vide...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
The cultural phenomenon that Minecraft (Mojang 2009) has become over the past decade demonstrates, a...
The production of books in the field of video games has been spreading in numerous areas of study in...
This thesis conceptualises player agency in avatar-based videogames as an affordance of game design ...
Drawing on Janet Murray (1997), Katie Salen and Eric Zimmerman (2004), and other previous proposals,...
Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; t...
In recent years, the idea of player control, or agency, has become central and explicit in certain v...
Games are a distinctive form of art — and very different from many traditional arts. Games work in t...
In game studies, ‘agency’ is typically defined in terms of the ‘choices’ or ‘freedom’ granted to the...
This paper presents a novel descriptive model for agency in videogames as communication. Literature ...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. T...
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in vide...
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in vide...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
The cultural phenomenon that Minecraft (Mojang 2009) has become over the past decade demonstrates, a...
The production of books in the field of video games has been spreading in numerous areas of study in...
This thesis conceptualises player agency in avatar-based videogames as an affordance of game design ...
Drawing on Janet Murray (1997), Katie Salen and Eric Zimmerman (2004), and other previous proposals,...
Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; t...
In recent years, the idea of player control, or agency, has become central and explicit in certain v...
Games are a distinctive form of art — and very different from many traditional arts. Games work in t...
In game studies, ‘agency’ is typically defined in terms of the ‘choices’ or ‘freedom’ granted to the...
This paper presents a novel descriptive model for agency in videogames as communication. Literature ...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. T...
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in vide...
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in vide...
It is now widely accepted that videogames are a cultural form, and that they generate cultural meani...
The cultural phenomenon that Minecraft (Mojang 2009) has become over the past decade demonstrates, a...