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The Digital Library is published by the Digital Games Research Association - DiGRA. Free for educational and research use; commercial use or redistribution restricted and only by permission. |
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Situated Play – Just a Temporary Blip?
Susi Tarja, Rambusch Jana In this paper we discuss how cognitive science may contribute to understanding the concepts of situatedness and situated play. While situatedness has become something of a catch-all term, it actually has several different meanings, ranging from “higher” social-cultural forms to “lower” sensori-motoric activities. We also discuss an often overlooked, but crucial aspect of situatedness, which is the use of external resources such as tools and their use. As will become apparent, a more thorough understanding of situatedness and tool use are key to understanding computer games and people’s everyday playing activities. Keywords: Situatedness, tool use, situated play, computer games A Literary Excursion Into the Hidden (Fan) Fictional Worlds of Tetris, Starcraft, and Dreamfall
Rambusch Jana, Susi Tarja, Ekman Stefan, Wilhelmsson Ulf In this paper, we discuss a part of participatory culture that so far has not received much attention in the academic world; it is the writing and reading of game fan fiction. The focus in this paper is on fan fiction, based on three different games that represent three different game genres: Tetris, StarCraft and Dreamfall: The Longest Journey. The aim is to advance our understanding of how players experience and understand the game environment, and promote further research interest in fan fiction based on computer games. We do this by discussing narrative elements in the above mentioned computer games, and the fan fiction that is based on them. Keywords: Computer Games, Fan fiction, Narratology, Participatory Culture |
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