Here be Dragons: Advent and Prehistory of the Adventure Game'

by Connie Veugen

published in Blom, I.L., & Veugen, J.I.L. (eds.) Tijdschrift voor Mediageschiedenis : Games, 7 (2004-2), 77-99

The article traces the history of adventure games from the birth of the fantasy genre in William Morris' work and the... more

Learning can’t be fun, can it

by Connie Veugen

published in K. Siebenhandl, M. Wagner, & S. Zauchner (Eds.), Gender in E-learning and Educational Games (pp. 239-260). Innsbruck/Wien/Bosen: Studienverlag.

Inspired by research by Carrie Heeter et al. and the MIT Games-to-Teach project we set up a small scale empirical... more

Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games

by Connie Veugen

published in Eludamos. Journal for Computer Game Culture Vol 2, No 2, 215-239

In this article we examine location, space and spatial representation in two classic adventure games belonging to the... more

Computer Games as a Comparative Medium: a few cautionary remarks.

by Connie Veugen

to be published in 2012

So-called games of progression are often film adaptations or are adapted themselves into other media. Computer games... more

Mobile Gaming: An Engineer Puts an Arcade Cabinet on Wheels (Popular Science)

by Garnet Hertz

Popular Science (February 2012). Story by Gregory Mone. Photographs by Jeff Newton. Edited by Doug Cantor.

In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed... more

Mechanic/Aesthetic Videogame Genres: Adventure and Adventure

by Veli-Matti Karhulahti

NOTES BEFORE READING.
Not all games are genre games. A term that refers to a group of games does not necessarily make a genre – a "facebook game," for instance, is only a term that can be used to imply that the particular game is played on Facebook. This approach is not a comprehensive theory of videogame genres. It examines videogames from a limited aesthetic point of view to employ the concept of genre into a tool for understanding the aesthetic evolution of videogame art. Eventually, the goal of this paper comes close to how Grant Tavinor (Art of Videogames, 2009) describes his nominalist definition of video games: to "allow us to understand something very important about games, that is their continuity with other cultural forms." There is more than one approach to videogame genres. This is one of them.

Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without... more

Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.

by Mark Griffiths

Although playing video games is one of the most popular leisure activities in the world, research into its effects on... more

Gamers’ Personality and Their Gaming Preferences

by Veronica Zammitto

Zammitto, V. “Gamers’ Personality and Their Gaming Preferences“. MSc Thesis, Simon Fraser University, 2010.

This thesis work researches the hypothesis that people with certain personality traits would prefer certain video game... more

"Exploring Quantitative Methods for Evaluating Sports Games"

by Veronica Zammitto

Zammitto, V., Seif El-Nasr, M, Newton, P. “Exploring Quantitative Methods for Evaluating Sports Games“. CHI 2010 Workshop on Brain, Body and Bytes: Psychophysiological User Interaction, 2010

The evaluation of Game User Experience is an
emergent and important field in game and HCI research
due to... more

Divergencias y convergencias sobre los videojuegos: una revisión de la literatura reciente

by Ancor Mesa Méndez

Co-authored with César J. Burgos Dávila. Published in Notas: Boletín Electrónico de Investigación de la Asociación Oaxaqueña de Psicología A.C. Volumen 6. Número 2. 2010. Pág. 209-239

RESUMEN:
La inquietud psicosocial sobre los videojuegos, pero sobre todo, la preocupación acerca de sus posibles... more

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