Sökning: "Ludology"

Hittade 5 avhandlingar innehållade ordet Ludology.

  1. 1. Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment

    Författare :Lennart Nacke; []
    Nyckelord :NATURAL SCIENCES; NATURVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; NATURVETENSKAP; SAMHÄLLSVETENSKAP; NATURAL SCIENCES; SOCIAL SCIENCES;

    Sammanfattning : Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e. LÄS MER

  2. 2. Hyperworks : On Digital Literature and Computer Games

    Författare :Anna Gunder; Johan Svedjedal; Marie-Christine Skuncke; Espen Aarseth; Uppsala universitet; []
    Nyckelord :HUMANITIES; HUMANIORA; HUMANIORA; HUMANITIES; Literature; Sociology of Literature; Digital Literature; Ergodic Literature; Hypertext Fiction; Cybertext; Computer Game; Narratology; Ludology; Game Studies; New Media Studies; Textual Criticism; Media Theory; Michael Joyce; J. K. Rowling; Litteraturvetenskap; Literature; Litteraturvetenskap;

    Sammanfattning : This study investigates the effects of digitization on literature and literary culture with focus on works of literary fiction and other kinds of works inspired by such works. The concept of “hyperworks” refers to works intended to be navigated multisequentially, i.e. the users create their own paths through the work by making choices. LÄS MER

  3. 3. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Författare :Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Nyckelord :ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Sammanfattning : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. LÄS MER

  4. 4. Förkroppsligad fiktion och fiktionaliserade kroppar : Levande rollspel i Östersjöregionen

    Författare :Erika Lundell; Beatriz Lindqvist; Bo Nilsson; Stockholms universitet; []
    Nyckelord :HUMANITIES; HUMANIORA; HUMANIORA; HUMANITIES; queer phenomenology; live action role-playing; larp; games; roleplay; ludology; materialization; embodiment; the body; gender; heterosexual matrix; participatory culture; performance; Ethnology; etnologi;

    Sammanfattning : This dissertation concerns live action role-playing (larp). Larp may be described as improvised theater without an audience, as participants simultaneously embody both audience and actor in their constant interaction with one another.  Hence, larp can be seen as a participatory culture. LÄS MER

  5. 5. Förkroppsligad fiktion och fiktionaliserade kroppar : Levande rollspel i Östersjöregionen

    Författare :Erika Lundell; Beatriz Lindqvist; Bo Nilsson; Södertörns högskola; []
    Nyckelord :HUMANITIES; HUMANIORA; HUMANIORA; HUMANITIES; queer phenomenology; live action role-playing; larp; games; roleplay; ludology; materialization; embodiment; the body; gender; heterosexual matrix; participatory culture; performance; Historical Studies; Historiska studier; Östersjö- och Östeuropaforskning; Baltic and East European studies;

    Sammanfattning : This dissertation concerns live action role-playing (larp). Larp may be described as improvised theater without an audience, as participants simultaneously embody both audience and actor in their constant interaction with one another.  Hence, larp can be seen as a participatory culture. LÄS MER