1,237 research outputs found

    The 25-hour Moment: How Pathologic 2 Facilitates Presentness and Constructs Its Ludonarrative

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    This thesis investigates how interactivity, one of digital games’ most prominent and productive aspects, can be leveraged to produce particular experiences within games. I demonstrate how Pathologic 2 is designed to leverage interactivity in order to immerse the player within its fiction and world, primarily by the player’s own continuous interaction with the game system as represented in the game’s fictional world. This interactivity, made meaningful through its systemic context, is shown to also be crucial in the construction of the game’s ludonarrative, during which the player engages in continuous embodied thinking. This ludonarrative is made legible through the game’s consistent representation and allows for interpretation and a deeper analysis of the game’s fiction as well as the embodied player’s role within it. The concept of “difficulty,” a prominent device in games, is also accounted for and discussed. This “difficulty,” encompassing both the game system as stress-inducing and the fictional world’s as informationally ambiguous, motivates player action and is key in the further facilitation of immersion and, especially, the facilitation and nuancing of the player’s embodied thinking. The cohesive and uncompromising design of Pathologic 2 becomes a complex system of mutual reinforcement, with the player’s actions, guided by the game’s design, as its primary and ever-present driving force

    What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games: Revised and Commented Edition

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    What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? The author examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, the author argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch

    A Ludic Generation: Bridging Architecture, Games, and Technology for More Playful Spaces

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    In a world dominated by mundane environments, this thesis proposes a novel approach to designing public spaces that integrate game design principles and extended reality technology. By embracing the inherent ludic behavior found in human nature and games, I aim to elevate everyday experiences. This research delves into the capabilities of extended reality technology, psychology of play and its cultural and societal background, psychology of human archetypes, and game design components as an extraction for architectural typologies. Key findings reveal that by analyzing game components, design languages are formed and can be used to develop feasible architectural typologies. The significance of ephemerality in architecture is also revealed as a mirroring concept for the need of frequent updates in games to maintain stimulation. There must also be an emphasis on understanding that typical space users may have different emotions and tendencies compared to game users, and thus, spaces must be designed to coexist harmoniously with their users

    Microworld Writing: Making Spaces for Collaboration, Construction, Creativity, and Community in the Composition Classroom

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    In order to create a 21st century pedagogy of learning experiences that inspire the engaged, constructive, dynamic, and empowering modes of work we see in online creative communities, we need to focus on the platforms, the environments, the microworlds that host, hold, and constitute the work. A good platform can build connections between users, allowing for the creation of a community, giving creative work an engaged and active audience. These platforms will work together to build networks of rhetorical/creative possibilities, wherein students can learn to cultivate their voices, skills, and knowledge bases as they engage across platforms and genres. I call on others to make, mod, or hack other new platforms. In applying this argument to my subject, teaching writing in a college composition class, I describe Microworld Writing as a genre that combines literary language practice with creativity, performativity, play, game mechanics, and coding. The MOO can be an example of one of these platforms and of microworld writing, in that it allows for creativity, user agency, and programmability, if it can be updated to have the needed features (virtual world, community, accessibility, narrativity, compatibility and exportability). I offer the concept of this MOO-IF as inspiration for a collaborative, community-oriented Interactive Fiction platform, and encourage people to extend, find, and build their own platforms. Until then and in addition, students can be brought into Microworld Writing in the composition classroom through interactive-fiction platforms, as part of an ecology of genre experimentation and platform exercise

    What is the Avatar?

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    What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Mediating the Immediate – Endogenous meanings and simulated narratives in ludic spaces

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    The thesis discusses games and the gaming experience. It is divided into two main sections; the first examines games in general, while the second concentrates exclusively on electronic games. The text approaches games from two distinct directions by looking at both their spatiality and their narrativity at the same time. These two points of view are combined right from the beginning of the text as they are used in conceptualising the nature of the gaming experience. The purpose of the thesis is to investigate two closely related issues concerning both the field of game studies and the nature of games. In regard to studying games, the focus is placed on the juxtaposition of ludology and narratology, which acts as a framework for looking at gaming. In addition to aiming to find out whether or not it is possible to undermine the said state of affairs through the spatiality of games, the text looks at the interrelationships of games and their spaces as well as the role of narratives in those spaces. The thesis is characterised by discussing alternative points of view and its hypothetical nature. During the text, it becomes apparent that the relationship between games and narratives is strongly twofold: on one hand, the player continuously narrativizes the states the game is in while playing, while the narratives residing within the game space form their own partially separate narrative spaces, on the other. These spaces affect the conception the player has of the game states and the events taking place in the game space itself.Tutkielma käsittelee pelejä ja pelikokemusta. Se on jaettu kahteen pääosioon, joista ensimmäisessä tutkitaan kaikenlaisia pelejä ja toisessa ainoastaan elektronisia pelejä. Teksti lähestyy kaikkia pelejä yhtä aikaa sekä tilallisuuden että kerronnallisuuden suunnista. Näkökulmat yhdistetään heti tutkielman alussa niiden toimiessa apuna pelikokemusta käsitteellistettäessä. Tutkielman tarkoitus on käsitellä kahta toisiinsa läheisesti liittyvää kysymystä, joista toinen kytkeytyy pelitutkimukseen ja toinen itse peleihin. Pelitutkimuksellisesti tutkimuksen keskiössä on ludologian ja narratologian välisen vastakkaisasettelun mielekkyys, joka toimii viitekehyksenä pelien luonteeseen pureutuvassa ongelmassa. Sen lisäksi, että tavoitteena on ottaa selville, onko edellä mainittua asetelmaa mahdollista purkaa pelien tilallisuuden kautta, tekstissä keskitytään myös pelien ja niiden luomien tilojen suhteisiin sekä narratiivien rooleihin kyseisissä tiloissa. Tutkimukselle ominaista on uusien näkökantojen kehitteleminen ja tietty hypoteettinen luonne. Tutkimuksen myötä käy selväksi, että pelien ja narratiivien suhde on vahvasti kaksitahoinen: toisaalta pelaaja kerronnallistaa pelitilanteita jatkuvasti pelikokemuksen aikana, kun taas toisaalta pelien sisältämät narratiivit luovat pelitilaan omia osittain pelitilasta irrallisia kerronnallisia tilojaan. Nämä tilat vaikuttavat osaltaan pelaajan käsitykseen pelitilanteista ja pelitilan sisältämistä tapahtumista.Siirretty Doriast
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