Cybertext: perspectives on ergodic literature EJ Aarseth The Johns Hopkins University Press, 1997 | 7386* | 1997 |
Computer game studies, year one E Aarseth Game Studies 1 (1), 2001 | 1397 | 2001 |
Playing Research: Methodological approaches to game analysis E Aarseth Proceedings of the digital arts and culture conference, 28-29, 2003 | 1213* | 2003 |
Genre Trouble: Narrativism and the Art of Simulation E Aarseth First Person: New Media as Story, Performance and Game, ed. Wardrip-Furin …, 2004 | 989* | 2004 |
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal E Aarseth, AM Bean, H Boonen, M Colder Carras, M Coulson, D Das, ... Journal of behavioral addictions 6 (3), 267-270, 2017 | 763* | 2017 |
Allegories of space E Aarseth Cybertext Yearbook 2000, 152-71, 2001 | 652* | 2001 |
Nonlinearity and literary theory EJ Aarseth Hyper/text/theory, 51-86, 1994 | 578* | 1994 |
A narrative theory of games E Aarseth Proceedings of the International Conference on the Foundations of Digital …, 2012 | 557 | 2012 |
I fought the law: Transgressive play and the implied player E Aarseth From Literature to Cultural Literacy (2014), 180-188, 2007 | 460* | 2007 |
Game classification and game design: Construction through critical analysis C Elverdam, E Aarseth Games and culture 2 (1), 3-22, 2007 | 369 | 2007 |
A weak scientific basis for gaming disorder: Let us err on the side of caution AJ Van Rooij, CJ Ferguson, M Colder Carras, D Kardefelt-Winther, J Shi, ... Journal of behavioral addictions 7 (1), 1-9, 2018 | 344 | 2018 |
A Multi-Dimensional Typology of Games E Aarseth, SM Smedstad, L Sunnanå DiGRA 2003, 2003 | 318 | 2003 |
Quest Games as Post-Narrative Discourse E Aarseth Narrative across media: The languages of storytelling, 361-376, 2004 | 287 | 2004 |
Aporia and epiphany in Doom and The Speaking Clock: The temporality of ergodic art E Aarseth Cyberspace Texuality, 1999 | 250 | 1999 |
Doors and perception: Fiction vs. simulation in games E Aarseth Intermédialités, 2007 | 219 | 2007 |
The culture and business of cross-media productions E Aarseth Popular communication 4 (3), 203-211, 2006 | 139 | 2006 |
From hunt the wumpus to everquest: introduction to quest theory E Aarseth International Conference on Entertainment Computing, 496-506, 2005 | 126 | 2005 |
The Word Game: The Ontology of an Indefinable Object E Aarseth, G Calleja Foundations of Digital Games, 2015 | 125 | 2015 |
A Hollow World: World of Warcraft as Spatial Practice E Aarseth Digital culture, play, and identity: a World of Warcraft reader, 111, 2008 | 119 | 2008 |
Cybertext: perspectives on ergodic literature E Aarseth University of Bergen, 1995 | 118 | 1995 |