Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
The Art of Computer Game Design
The Art of Computer Game Design
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Critical Play: Radical Game Design
Critical Play: Radical Game Design
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
In-Game: From Immersion to Incorporation
In-Game: From Immersion to Incorporation
Hi-index | 0.00 |
The relation between games and simulations can be profitably investigated by combining ontological tools and recent neurological findings. Neurology shows that simulations are connected to fiction or to reality by a suspension of disbelief or alternatively a suspension of belief, and ontological categories of Mimesis simulation of an event or an object and Catharsis simulation of the experience of an event or object lead to a classification of ludic simulations, which allow to discover some of their hidden properties. This paper raises some new issues for the field, like Embodied Simulation, Simulations of Depth and of Surface, the Ontological and the Epistemological Barrier, the Simulation Story, and the K-Rule. Finally, some wittgensteinian tools semantic, syntactic, infra-semantic, and super-syntactic are used in order to suggest how to transform a simulation into a ludic simulation.