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Rumble is a feature of most modern games published for home consoles, yet no existing studies on rumble and haptic feedback consider its various manifestations and functions in digital games. Likewise, analytical frameworks for... more
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      Semiotics, Game studies, Digital Humanities, Haptics
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    • Game studies
Erwähl- und Spielwelten können auf intradiegetischer Ebene Diskurse simulieren, indem sie Themen der fiktiven Welt mit verschiedenen Positionen und Quellen in ausreichender Komplexität verhandeln., wie sich am Beispiel der... more
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      Discourse Analysis, Game studies, Fantasy Literature, Roleplaying Games
This paper approaches video gaming issues through a genealogy that traces the links between video games and Erving Goffman's theories, based on his use of metaphors. Interactions and social life are therefore understood as a performative... more
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      Sociology, Cultural Studies, Information Technology, Game Theory
Desde las sensibilidades metafóricas desarrolladas por Erving Goffman, proponemos una aproximación a las problemáticas del juego a través de una genealogía que rastrea las conexiones goffmanianas con los dispositivos videolúdicos. De este... more
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      Sociology, Cultural Studies, Communication, Game studies
En el presente artículo, proponemos una aproximación exhaustiva a las problemáticas del juego desde las inquietudes y herramientas propuestas por Erving Goffman. A través de una genealogía que rastrea las conexiones del sociólogo... more
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      Sociology, Communication, Game studies, Media Studies
Background This article looks at how video game players interact directly with the infrastructure and networks that support digital games. To win, players are no longer simply “cheating the game,” as with traditional behaviour considered... more
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      Game Theory, Game studies, Video Games, Platform Studies
This paper analyzes the Taiko no Tatsujin (Bandai Namco, 2001/2018) franchise and the musical literacy it conveys. While previous accounts of game musical literacy have focused on the competence necessary to interpret references across... more
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      Cultural Studies, Japanese Studies, Musicology, Game studies
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      Game studies, Phenomenolgy
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Представеният доклад разглежда използването на елементи от теорията на хаоса по отношение на моделирането и симулацията на съвременната техногенна среда за сигурност. Използването на средства за виртуализация и съвременни математични... more
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This paper will introduce the reader to a variety of concepts that have been prominent in my journey to academia and beyond, exemplifying a type of reasoning and writing that are specific to what late 20th century authors call the... more
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      Cognitive Science, Game studies, Film Studies, Academia Research
Table of Contents and Introduction to a recently published collection of essays. The volume explores the historical motifs that serve as inspiration for the popular German pen & paper RPG "Das Schwarze Auge" ("The Dark Eye"). The volume... more
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      Game studies, Science Fiction and Fantasy, Role-playing Game Theory, Fantasy
forthcoming keynote lecture at FROG ( Future and Reality of Gaming), Vienna, October 2019
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      Game studies, New Media, Video Games, Digital Games
Studies in Medievalism XXVIII: Medievalism and Discrimination (2019): 149-175.
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      Game studies, Medieval Literature, Chaucer, Medieval Studies
CfP (now closed) of the special issue on game studies and American studies -- forthcoming with European Journal of American Studies (2021.3)
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      American Studies, Game studies, Popular Culture, Video Games
As we enter an era in which algorithmic technology have woven their logic into the fabric of almost all our social experiences , these computational systems have come to exercise a subtle but problematically pervasive power in society .... more
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      Critical Theory, Algorithms, Software Engineering, Literacy
This is the guest editors' introduction to the Digital Humanities Quarterly special issue on Digital Technology in the Study of the Past.
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      Game studies, Digital Humanities, Virtual Reality (Computer Graphics), Augmented Reality
In this chapter, the key messages from the preceding chapters are summarised, the limitations of the work considered, and recommendations for future work made. The study presented here has shown that playing selected video games could... more
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      Game studies, Scholarship of Teaching and Learning, Higher Education, Learning and Teaching
When considering the use of video games in education, it is common to focus on the students and educators involved. Less well documented is how those responsible for producing video games view the educational potential of the medium. Do... more
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      Game studies, Scholarship of Teaching and Learning, Higher Education, Learning and Teaching