Worlds in Play: International Perspectives on Digital Games ResearchSuzanne De Castell, Jennifer Jenson Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.» |
Contents
Contents | 1 |
Foundations Perspectives and Points of View | 9 |
Towards an Ontological Language for Game Analysis | 21 |
The Design of Narrative as an Immersive Simulation | 55 |
Towards a Hybrid | 63 |
Frame and Metaphor in Political Games | 77 |
The Future of Alternative and Critical | 87 |
Digital Games | 115 |
Bridging the Telematic Flows | 179 |
Framing Virtual | 191 |
Making It Work Design and Architecture | 205 |
Simulated Illumination in Game Worlds | 221 |
Achieving Realistic Reactions in Modern Video Games | 229 |
New Design Methods for Activist Gaming | 241 |
Ludology Meets Narratology | 267 |
Learning to Play Playing to Learn | 283 |
The Case | 129 |
Unruly Creators | 143 |
An Examination of the Gameplay Button | 153 |
Evolution of Spatial Configurations in Videogames | 159 |
Complicit | 169 |
Games as a Platform for Situated Science Practice | 301 |
Girls Playing | 313 |
Are Video Games Good for Learning? | 323 |
Contributors | 337 |
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