2013
DOI: 10.1007/s13347-013-0125-8
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Generic Structures, Generic Experiences: A Cognitive Experientialist Approach to Video Game Analysis

Abstract: This is the last version before typesetting and thus incorporates peer reviewer comments (a socalled post-print).

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Cited by 4 publications
(2 citation statements)
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“…Die momentane Gesamtheit dieser Eigenschaften führt zu einer Erwartungshaltung an das Spiel, die ebenfalls sowohl individuell als auch gesellschaftlich verallgemeinerbar ist. Der Körper als province of meaning (siehe Waskul & Vannini 2006) stößt also in Form der Computerspiele auf ein System der finite provinces of generic meaningful experiences (Gregersen 2014):…”
Section: Bedeutsame Körperunclassified
“…Die momentane Gesamtheit dieser Eigenschaften führt zu einer Erwartungshaltung an das Spiel, die ebenfalls sowohl individuell als auch gesellschaftlich verallgemeinerbar ist. Der Körper als province of meaning (siehe Waskul & Vannini 2006) stößt also in Form der Computerspiele auf ein System der finite provinces of generic meaningful experiences (Gregersen 2014):…”
Section: Bedeutsame Körperunclassified
“…The history of roleplaying videogames is strongly tied to the evolution of diverse game mechanics (see Zagal & Deterding 2018), which likely shows also in Cyberpunk's structure and play experience: many of the interactions that have been designed and players engage in are "game mechanics" in the generic sense (cf. Gregersen 2014). In Among Us, however-despite naturally involving various "game mechanics'' too-players spend a lot of time interacting in ways that are less or differently mechanical; for instance, talking to other players and thinking about what they are planning, which might be better described by specific design patterns (Björk & Holopainen 2005).…”
Section: Mechanics and Actionsmentioning
confidence: 99%