Worlds in Play: International Perspectives on Digital Games Research

Front Cover
Suzanne De Castell, Jennifer Jenson
Peter Lang, 2007 - Art - 349 pages
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
Copyright

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