Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
An Introduction to Game Studies
An Introduction to Game Studies
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Studying the Elusive Experience in Pervasive Games
Simulation and Gaming
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This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game world and game rules is often taken for granted, even though such structures exist only as social constructions. The article also considers the implications of the constructionist approach on the research of games: Such a perspective is especially important for the study of nonrepeatable, irreversible, distributed, and emergent forms of play.