[图书][B] The paradox of transgression in games

T Mortensen, K Jørgensen - 2020 - taylorfrancis.com
The Paradox of Transgression in Games looks at transgressive games as an aesthetic
experience, tackling how players respond to game content that shocks, disturbs, and …

The narrativization of ludic elements in videogame fanfiction

YH Wu, P Martin - Convergence, 2024 - journals.sagepub.com
Existing scholarship on videogame fanfiction focuses on how these fictions transform game
characters and narrative settings. However, this misses out on an important trope in …

Intra-acting bio-object: A posthuman approach to the player–game relation

J Janik - Journal of Gaming & Virtual Worlds, 2021 - intellectdiscover.com
The main aim of this article is to explore how posthuman values and premises can change
the approach to video game research, in terms of reframing the relation between game and …

Life is bleak (in particular for women who exert power and try to change the world): The poetics and politics of Life Is Strange

H Pötzsch, A Waszkiewicz - 2019 - munin.uit.no
The present paper conducts a critical analysis of the poetics, psychology, and politics of
Dontnod's choice-based and story-driven adventure game Life Is Strange (2015). The …

[PDF][PDF] Girlhood Games

S Harkin - 2022 - researchbank.swinburne.edu.au
Teen girl characters have become increasingly centralised in popular contemporary
videogames. This presence itself is noteworthy, for girl protagonists were once mostly …

Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

H Pötzsch, TH Hansen, EL Hammar - Simulation & Gaming, 2023 - journals.sagepub.com
Background Videogames can be useful tools for teaching and learning. To plan educational
uses, potential benefits and possible problematic aspects of specific titles need to be …

Ludic unreliability and deceptive game design

S Gualeni, N Van de Mosselaer - 2021 - philpapers.org
Drawing from narratology and design studies, this article makes use of the notions of the
'implied designer'and 'ludic unreliability'to understand deceptive game design as a specific …

Teaching and learning about audio-visual media: A critical media literacy perspective on the use of games in the contemporary upper-secondary classroom

H Pötzsch, TH Hansen, EL Hammar - 2022 - munin.uit.no
In this chapter we present a theoretical framework to facilitate teaching and learning about,
rather than with and through, audio-visual media in upper-secondary education in Norway …

Dijital oyunlarda ihlal biçimleri

Y Demirbaş - Erciyes İletişim Dergisi, 2022 - dergipark.org.tr
Dijital oyunlar çağımızın en popüler iletişim ortamlarından biri haline gelmiş durumdadır.
Genelde oyunlar ve özelde dijital oyunlar sıklıkla belli normları takip eden nitelikleriyle …

16-bit dissensus: post-retro aesthetics, hauntology, and the emergency in video games

PR Dolan - Replay. The Polish Journal of Game Studies, 2021 - ceeol.com
Santiago Zabala reveals a crisis in modern society that perceives a world dominated by
oppressive neoliberal ideology as acceptable and unproblematic. He claims that today's …