Videos Games as Expression
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Recent papers in Videos Games as Expression
Challenges and storytelling are mutually exclusive because challenges are tasks with short breath, perspective and horizons for easy entertainment, while storytelling comes with wide horizons, long breath, holistic vision, deep contents,... more
With impunity, millions of players traverse the fictional landscapes of video games every day. Video Game Narrative and Criticism treats gameplay as the player's own psychological experience where fears, desires, and anxieties are... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
Nowadays, that videogames are an Art, a cultural production and conjunction of several Art forms, is just considered fact by many authors. But, what I try to achieve through this article, which is directly linked to my research project... more
Per molti anni, e per molti versi anche a tutt’oggi, i videogiochi si sono trovati a dover combattere contro numerosi pregiudizi, che li vedevano additati come pericolosi strumenti per distrarre il pubblico più giovane e confonderne le... more
The 21st century opened the door for the videogame industry to become a 100-billion-dollar industry according to Super Data’s 2017 . A lot of scholars have been studying why video games generates so much monetary and social interactions... more
There can be few other words in the English language that inspire such scepticism as “interactivity.” However, this article starts from a qualitatively different perspective reasserting interactivity as a useful concept with specific... more
Video games are increasingly becoming an important media today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art... more
Il videogioco ha subito un cambiamento ontologico e culturale estremamente significativo e tornare a interrogarsi sull’identità del videogioco risulta pertanto oggi fondamentale. Partendo da diverse classificazioni, andremo a definire una... more
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this... more
At the ten year anniversary of the Global Game Jam] we collected community provided stories and images from around the globe. We simply asked our community to share their experiences, which we have arranged chronologically for our... more
During the 2019 protests in the city of Hong Kong, videogames emerged as more than key themes and sites of protest, but an all-encompassing cultural discourse around which demonstrations crystallised. Drawing extensively on reportage of... more
The present study aims to discover how myths are being utilized in video games, more specifically, how they are continued, adapted, and created in video games. Video games have become the newest storytelling device to transmit myths... more
Nowadays, that videogames are an Art, a cultural production and conjunction of several Art forms, is just considered fact by many authors. But, what I try to achieve through this article, which is directly linked to my research project... more
The development of more meaningful video games is becoming increasingly possible by recent advances in video game technologies, neurosciences, and biofeedback. In the near future, meaningful video games will be designed to facilitate... more
Before discussing whether and how video games can be works of expressive art, it is necessary to define what is meant by expressive art in its narrowest meaning. The best way is to refer empirically to other media and their works... more
Challenges and storytelling are mutually exclusive because challenges are tasks with short breath, perspective and horizons for easy entertainment, while storytelling comes with wide horizons, long breath, holistic vision, deep contents,... more
Tema ovog rada je virtuelna realnost u smislu njenog uvrštavanja u umetnost, pri čemu se virtuelna realnost posmatra kao kategorija proširenog medija filma. Kroz analizu tehnološkog razvoja koji je doveo do stvaranja, testiranja i... more
This book addresses the “Singularity” (a hypothetical point in time at which technological growth becomes uncontrollable and irreversible, resulting in unforeseeable changes to human civilization) from the “preternatural” viewpoint of the... more
By now, I think you've gotten the message that drugs are bad. If you haven't, back up and examine the culture of prescription drug use around the world. Go ahead, young scholar, approach Google with that question in hand and learn. To... more
Expressive and narrative features of Video Games (VG) are bread and butter of Video Games Art. In my articles I often make implicit comparison between artistic evolution of Cinema and VG's. Here I want to clarify such comparison; the... more
An all-day event to connect with scholars at the University of Rochester and Rochester Institute of Technology who utilize videogames in teaching, learning, research, and design contexts.
Los videojuegos son una tecnología que avanza precipitadamente, y dan lugar a que surjan círculos socioculturales nuevos; con dinámicas específicas entre los usuarios y no usuarios, particularmente en niños y jóvenes; los más reservados... more
Acte du colloque « Espaces Imaginés » - Université Rennes 2 (2020) Cet acte de colloque s'inspire de l'article de Rune Klevjer "in Defense of Cutscenes" et propose de défendre les écrans de chargement et de considérer qu'ils font... more
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here> Copyright 2011, IGI Global, www.igi-global.com. Posted by permission of the publisher.
here> Copyright 2011, IGI Global, www.igi-global.com. Posted by permission of the publisher.
Going beyond ludologists and narrativists
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed... more
Narrating my reflections on the quarantine during the COVID-19 pandemic in 2020 and my experience of the crisis in Syria, this paper studies the ways fear can transform into resilience by examining the self-reflexive works Path Out... more
Eine Hausarbeit, die im Rahmen des Seminars "Noir. Literatur - Film - Comic" (Leitung: Joachim Harst) verfasst wurde. (Bewertung 1,3) ---------- In Form einer komparatistischen Analyse werden ambivalente Charakterzeichnungen,... more
Cada etapa de la Historia de la humanidad se ha caracterizado por un movimiento, estilo o arte determinado, surgiendo así nuevas formas de expresión artísticas ligadas a la sociedad del momento. En nuestros tiempos de constante cambio y... more
As interest in video games increases, so does the need for intelligent access to them. However, traditional organization systems and standards fall short. Through domain analysis and cataloging real-world examples while attempting to... more
Purpose Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic... more
A brief reflection in response to reading for Visual Rhetoric, explaining concepts of the HUD for a mixed gaming and non-gaming audience.
Este artículo versa sobre la complacencia histórica observada en algunos videojuegos, analizada aquí como parte de una avanzada tesis doctoral en Historia del Arte. En algunas ocasiones, bien por falta de ideas o por una mirada nostálgica... more