Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
An Imagined Drama of Competitive Opposition in Carter's Scrivo in Vento, with Notes on Narrative, Symmetry, Quantitative Flux and Heraclitus
Music Analysis, v.28, ii-ii (2009)
Carter's music poses struggles of opposition, for instance in timbre (Double Concerto), space (String Quartet No. 3)... more
Carter's music poses struggles of opposition, for instance in timbre (Double Concerto), space (String Quartet No. 3) or pulse (String Quartet No. 5). His preference for the all-interval tetrachords, 4–Z15 [0, 1, 4, 6] and 4–Z29 [0, 1, 3, 7], is also well known. From these facets of Carter's music, I develop a narrative interpretation of his Petrarch sonnet–inspired solo flute piece, Scrivo in Vento (1991). Specifically, I forge narrative pathways by imagining the two tetrachords as active agents opposed in competition. Previous Scrivo analyses (Capuzzo 2002; Childs 2006) stress continuity by revealing Q-transforms and common-note voice leading between the tetrachords. While acknowledging such features, my analysis emphasises oppositional struggle by tracing the tetrachords as separate entities which cooperate and conflict as they manoeuvre to outdo each other.
The analysis advances three theses: (1) it guides listening to and reading Scrivo in a way which resonates with Carter's concern for the aesthetics of oppositional struggle, his choice of a sonnet as inspiration and his affinity for all-interval tetrachords; (2) it shows that music-analytical detail can be organised into dramatic narratives by (a) projecting dramatic roles onto categories asserted by a formal theory and (b) treating the formal theory's relations metaphorically as actions performed by each role as the musical work unfolds; and (3) it shows how detailed pc-set analysis can support a Heraclitean view of music: a flux of opposing forces seeking and resisting unity.
From Players to Raiders: Wissensgenerierung in virtuellen Welten am Beispiel kollektiver Gaming Projekte
University seminar paper/ BA thesis topic introduction
A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience
N. Shaker, S. Asteriadis, G. Yannakakis, K. Karpouzis, "A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience", EmoGames workshop, International Conference on Affective Computing and Intelligent Interaction (ACII2011), October 9, Memphis, USA.
Recognizing players' affective state while playing video games has been the focus of many recent research studies. In... more Recognizing players' affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We present different types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings. We run a number of initial experiments to analyse players' behaviour while playing video games as a case study for using the corpus.
NEVA LEONA BOYD E OS JOGOS TEATRAIS: POLIFONIAS NO TEATRO IMPROVISACIONAL DE VIOLA SPOLIN
Esta monografia detalha o conceito de jogo como foi entendido por Neva Leona Boyd (1876-1963), apresentando aspectos... more
Esta monografia detalha o conceito de jogo como foi entendido por Neva Leona Boyd (1876-1963), apresentando aspectos de seu pensamento, da característica de sua prática, explicitando os preceitos e as ligações com o sistema de jogos teatrais de Viola Spolin (1906-1994). Aborda-se a distinção de jogo (play) e jogo (game), sua estruturação prática, a partir de uma análise dos principais escritos de Neva Boyd.
This paper presents the concepts of play and game as understood by Neva Boyd (1876-1963), also presents aspects of her thinking, aspects of her practice, showing their links with the work of Viola Spolin’s theatrical games. It presents a distinction between play and game concepts based in the analysis of the main writings by Neva Boyd.
The Neurobiology of Play
Bateman, C., Nacke, L.E. 2010. The Neurobiology of Play. In Proceedings of Future Play 2010, Vancouver, BC. 24-31.
A large volume of neurobiological research has been conducted in recent years, almost all of which has been considered... more A large volume of neurobiological research has been conducted in recent years, almost all of which has been considered solely from the perspective of biology. However, most of the insights gained through this research are also valuable for the game research field. This paper discusses the implications of existing research in neurobiology to the play of games (including, but not restricted to digital games), and connects neurobiological perspectives with models of play aiming to construct superior player satisfaction models built upon biological foundations. Connections are presented between already recognized patterns of play and recent research on the brain (in particular, the limbic system). By providing a framework for understanding how the brain responds to recurrent patterns inherent to play, we aim to provide a platform for future experimental player-game interaction research (for which possible directions are briefly explored), and a propaedeutic to biologically-grounded player satisfaction models.
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