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Which clippings match 'DiGRA' keyword pg.1 of 1
10 APRIL 2011

Wolfenstein 3D: Pac-Man intragame

"An intragame is a game within the game, e.g. the Pachinko machine in Duke Nukem 3D [or a Pac–Man level in Wolfenstein 3D]. Since computer games are based on simulator technology that could mix or include any other game in addition to the main game, the main game will be the only one classified."

(Aarseth, Smedstad and Sunnanå, 2003, p.49)

1). Video capture of secret Pac–Man level within Episode 3 of Wolfenstein 3D.

2). Table of Contents for Level Up: Digital Games Research Conference Proceedings, DiGRA and Utrecht University

3). Espen Aarseth, Solveig Marie Smedstad and Lise Sunnanå (2003). 'A multi–dimensional typology of games', in Copier, Marinka; Raessens, Joost, Level Up: Digital Games Research Conference Proceedings, DiGRA and Utrecht University

1

TAGS

19923Daction hero • Adrian Carmack • Apogee SoftwareCastle Wolfensteincomputer gamesdigital cultureDiGRADuke Nukem 3Deaster eggEspen Aarsethfirst-person point of viewfirst-person shooterFPS • game genres • game within the game • gameplaygames • id Software • intragame • Lise Sunnana • mise-en-abymeNaziPac-Man • Pachinko • PC gamesreflexivityrun and gunScott Miller • shareware • Solveig Marie Smedstad • tribute • typology of games • video gamevirtual environmentsWolfenstein 3D

CONTRIBUTOR

Simon Perkins
22 FEBRUARY 2011

Antlion Soccer: first-person gaming platforms for experimental narrative projects

"In early 2007, we were awarded a speculative research grant to investigate the use of first–person gaming platforms for experimental narrative projects. A small development studio has been established and has produced a completed single–user experience, based upon the Source engine. A second experimental single–player experience is at beta stage, and a third is planned. The completed mod embeds extensive, randomised narrative fragments in audio triggers throughout a bespoke environment. supplemented by abstract visual and audio media assets. [...] The second mod subverts traditional squad–based play by using custom fixed–state AI expansion of existing Half Life 2 agents to create an experience where the player becomaes leader of a helpless squad with discernible individual characteristics in a hostile environment. Although it is not envisaged that this will be completed at the time of presentation, a proof–of–concept demo will be on display. Finally, footage and information of an additional, multiplayer game developed to test mod concepts and already in the public domain will be displayed"

(Videogame Visionary)

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TAGS

2007AHRC • Antlion Soccer • applied researchconceptualisation • Dan Pinchbeck • demoDiGRAdiscoveryenquiryexperience • experimental narrative • experimentationfirst-personfootballFPSgame designgamesgames research • gaming platforms • Half-Life (video game) • mod • multiplayer game • narrativeposter presentationresearchsingle-player • single-user experience • speculative researchtheory building • vgvisionary • Videogame Visionary • virtual environments

CONTRIBUTOR

Simon Perkins
04 DECEMBER 2009

Gaming DNA – On Narrative and Gameplay Gestalts

"This paper takes the concept of the 'Gameplay Gestalt' as advanced by Craig Lindley[7] as a basis for a fresh look at how games are read and designed. Disagreeing with Lindley's assertion of gameplay over narrative, it puts forward a model of the game as a construct of authored gestalt interplay, and concentrates on the links between the physical process of playing the game and the interpretative process of 'reading' it. A wide variety of games are put forward as examples, and some analyses of major 'moments' in classic games are deconstructed. The concept of the 'sublime' as applicable to games is examined as is the use of gameplay and narrative to generate 'illusory agency', which can make a game more than the sum of its parts."

(Brown Douglas, DiGRA Digital Library)

Lindley, Craig, Narrative, Game Play, and Alternative Time Structures for Virtual Environments, Springer, 2004

TAGS

communicationdesign theorydigital cultureDiGRAexperience of the sublimeform • game construction • game readings • gameplay • gameplay gestalt • gamesgestaltinteractionlanguageliteracynarrativestructurevisual communication

CONTRIBUTOR

Simon Perkins
30 JULY 2009

Digital Games Research Association

"Founded in 2003, DiGRA is the premiere international association for academics and professionals who research digital games and associated phenomena. It encourages high–quality research on games, and promotes collaboration and dissemination of work by its members."

(Digital Games Research Association)

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TAGS

2003critical theory • Digital Games Research Association (DiGRA) • DiGRAenquirygamegame designgame studiesgame theorygameplaygamesindie gamesresearchtheory buildingvideo games

CONTRIBUTOR

Simon Perkins
30 JULY 2009

The Construction of Ludic Space

"Most modern graphics–based computer games entertain the player in part by presenting him or her with a simulated space, an imaginary two– or three dimensional region whose visual appearance is mapped onto the two dimensional surface of the video screen. The player observes this space and sometimes virtually explores or moves through it in the course of playing the game. As an imaginary space, it is necessarily constructed by human beings, and therefore may be thought of as the product of architectural design processes. In this paper I discuss the psychosensory limitations of perceiving ludic space compared with real–world architectural space, and the primary and secondary functions of ludic space. The primary function is to support the gameplay by providing a context for challenges, and I discuss how this occurs; secondarily, the space informs and entertains in its own right by a variety of means: Familiarity, Allusion, Novelty, Atmosphere, and others, which I illustrate by example"
(Ernest W. Adams, 2003)

CONTRIBUTOR

Simon Perkins
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