Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
From Barbie to Mortal Kombat: gender and computer games
From Barbie to Mortal Kombat: gender and computer games
Children's computer use in the home: isolation or sociation?
Social Science Computer Review
Game Design: Secrets of the Sages
Game Design: Secrets of the Sages
Playing for Profit: How Digital Entertainment Is Making Big Business out of Child's Play
Playing for Profit: How Digital Entertainment Is Making Big Business out of Child's Play
Computers as Theatre
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Cybernetics, Second Edition: or the Control and Communication in the Animal and the Machine
Cybernetics, Second Edition: or the Control and Communication in the Animal and the Machine
A Mathematical Theory of Communication
A Mathematical Theory of Communication
Digital Play: The Interaction of Technology, Culture, and Marketing
Digital Play: The Interaction of Technology, Culture, and Marketing
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
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The video game industry is the combination of two worlds: technology (IT) and show-biz/media/cultural industries. This paper explores this tension by exposing the shortcomings of the culture economics perspective and its lack of understanding for the unique characteristics of the video game medium, thus subsequently proposing a deeper analysis of the medium by turning to literary theoretical perspectives on games, such as ludology and narratology. Due the lack of technological dimensions in its theoretical framework, narratology is deemed less fruitful as an analytical tool and ludology is preferred. Ludology, with Espen Aarseth's cybertext theory elucidates aspects of "interactivity", author-medium-reader power relations and the mechanical organization of textual machines, which provides perspectives on practice in the video game industry.