Academic literature on the topic 'Ludology'
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Journal articles on the topic "Ludology"
Montola, Markus. "Social Constructionism and Ludology." Simulation & Gaming 43, no. 3 (December 26, 2011): 300–320. http://dx.doi.org/10.1177/1046878111422111.
Full textGroppo, Pedro. "Narrative ludology: intermediality in adventure games." Em Tese 18, no. 3 (December 31, 2012): 96. http://dx.doi.org/10.17851/1982-0739.18.3.96-108.
Full textSurdyk, Augustyn. "Ludology as Game Research in Language Pedagogy Studies / Ludologie als Spielforschung – angewandt in der Fremdsprachendidaktik." Kalbotyra 59, no. 59 (January 1, 2008): 261. http://dx.doi.org/10.15388/klbt.2008.7614.
Full textGonzález, Alina, Nadine Núñez, and Alfredo Segura. "Expériences techno-créatives pour dé-lire la littérature avec un jeu numérique épistémique, LBH 2.0." Çédille, no. 25 (2024): 359–91. http://dx.doi.org/10.25145/j.cedille.2024.25.14.
Full textMitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.
Full textPugachev, Andrei A. "Analysis of Russian and global game studies: ludology vs. narratology." RUDN Journal of Studies in Literature and Journalism 27, no. 4 (December 15, 2022): 823–32. http://dx.doi.org/10.22363/2312-9220-2022-27-4-823-832.
Full textCrogan, Patrick. "The Game Thing: Ludology and other Theory Games." Media International Australia 110, no. 1 (February 2004): 10–18. http://dx.doi.org/10.1177/1329878x0411000104.
Full textVargas-Iglesias, Juan J., and Luis Navarrete-Cardero. "Beyond Rules and Mechanics: A Different Approach for Ludology." Games and Culture 15, no. 6 (January 13, 2019): 587–608. http://dx.doi.org/10.1177/1555412018822937.
Full textWalther, Bo Kampmann. "Towards a theory of pervasive ludology: reflections on gameplay, rules, and space." Digital Creativity 22, no. 3 (September 2011): 134–47. http://dx.doi.org/10.1080/14626268.2011.603734.
Full textOuariachi, Tania, María Dolores Olvera-Lobo, and José Gutiérrez-Pérez. "Analyzing Climate Change Communication Through Online Games." Science Communication 39, no. 1 (February 2017): 10–44. http://dx.doi.org/10.1177/1075547016687998.
Full textDissertations / Theses on the topic "Ludology"
Fuchs, Angelica. "The Player’s Journey: Ludology and Narratology in Modern Gaming." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5460.
Full textNacke, Lennart. "Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00449.
Full textAudi, Gustavo Magliano. "Jogos narrativos de videogame: criação e manutenção do estado de imersão." Universidade do Estado do Rio de Janeiro, 2012. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=5209.
Full textThe objective of this research is to understand how the narrative game of adventure manages to attract and maintain the attention of the player, immersing him into the fictional world, despite the existence of countless stimuli available around him. It is suggested a definition to narrative game of adventure and to immersion, and then it is established a relationship between elements present in games and frameworks that attract the attention of the individual. The research uses material produced by the two main lines of games study: Narratology and Ludology. The theoretical content was compared and exemplified by the practice of different games, mainly of Sony Playstation 3. The concept of narrative game, the playing of games and the relationship between its elements and the attention tools revealed that the narrative game of adventure represents a powerful way to create and maintain the state of immersion of the player.
Nanamaker, Benjamin. "Emergent gameplay the limits of ludology and narratology in analyzing video game narrative /." Connect to resource, 2005. http://hdl.handle.net/1811/5884.
Full textTitle from first page of PDF file. Document formatted into pages: contains 52 p.; also includes graphics. Includes bibliographical references (p. 53-58). Available online via Ohio State University's Knowledge Bank.
Richter, Angelika. "Klassifikationen von Computerspielen." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4390/.
Full textClassifications of computer games is concerned with the terms that are used to label computer games for classificatory purposes. A representative selection of such classification models, that covers the works of designers, journalists, pedagogues, laymen and explicit computer game researchers, are introduced and assessed with regard to their ability to classify specific games unambiguously. Two essentially different approaches to this problem are identified: “categorizations” establish rigid categories to which single games are to be assigned unambiguously, while “typologies” examine and classify single elements of games and not games as a whole. Both methods are analysed and their advantages and disadvantages are shown. As it becomes obvious that classifying computer games is highly dependent on the respective basic understanding of what a computer game is, the study of the classification models is preceded by an overview which discusses four chosen aspects as examples of this problematic definition.
Guimarães, Neto Ernane. "Formas de fazer ficção: de Final Fantasy VII ao livro eletrônico." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18102.
Full textThis dissertation investigates ontological attributes of electronic games and books. This approach is founded on Philosophy, Communication and Ludology authors, contrasted and connected to each other. The principles in Nelson Goodman s nominalist philosophy ground the dialogue among different authors. A philosophy of language is constructed, aiming for the combination of concepts such as Heidegger s errancy and the thoughts on fiction since Plato and Aristotle. The tools obtained from this structure of relations are used for an interpretation of the Final Fantasy VII electronic game. Game researchers, such as Gonzalo Frasca and James Paul Gee, as well as Ludology epitomes such as Johan Huizinga and Roger Caillois, are summoned to support the understanding of this specific subject. From that game emerges a functional separation between independent narrative planes, related either to the fictional plot or playability. Following reflections on the ontology of electronic games, an exercise of translating Final Fantasy VII to e-book format is proposed. Marshall McLuhan helps thinking about the inherent potential in every new expressive medium; Walter Benjamin bridges traditional Western fiction and features of the reception experience, which are regained by digital media-laden interaction. Marie-Laure Ryan, among others who applied Literary Studies to understand games, complements the resulting e-book s conception. As a result, this research intends to accomplish a threefold role. It discusses language fundamentals and their ethical consequences for the work of communicators; analyzes a culturally relevant document in its mechanics and its fictional structure; presents an interactive book as an example of the electronic media potential in enriching the reading experience of fictional texts, even for non-game products
Esta dissertação investiga atributos ontológicos de jogos e livros eletrônicos. A abordagem fundamenta-se em autores da Filosofia, da Comunicação e da Ludologia, contrastados e articulados. Os princípios da filosofia nominalista de Nelson Goodman baseiam esse diálogo entre autores. Constrói-se uma filosofia da linguagem que vise a combinação de conceitos como a errância de Heidegger e a ficção desde Platão e Aristóteles. Os instrumentos desenvolvidos a partir dessa estrutura de relações são aplicados a uma interpretação do jogo eletrônico Final Fantasy VII. Pesquisadores de jogos, como Gonzalo Frasca e James Paul Gee, passando por referências da Ludologia como Johan Huizinga e Roger Caillois, são invocados em apoio à compreensão específica desse objeto. Emerge nesse jogo uma separação funcional entre planos narrativos independentes, relacionados ao roteiro ficcional ou à jogabilidade. A partir de reflexões sobre a ontologia do jogo eletrônico, propõe-se um exercício de tradução de Final Fantasy VII para o formato de livro eletrônico. Marshall McLuhan auxilia a pensar sobre o potencial inerente a cada novo meio de expressão; Walter Benjamin faz a ponte entre a tradição ficcional ocidental e características da experiência da recepção, resgatadas pela interatividade proporcionada pelos meios digitais. Marie- Laure Ryan, entre outros autores que utilizaram o repertório dos Estudos Literários para a compreensão dos jogos, complementa a concepção do livro eletrônico produzido. Como resultado, a pesquisa pretende cumprir um triplo papel. Discute conceitos fundamentais da linguagem e suas consequências éticas para o trabalho dos comunicadores; analisa um documento cultural relevante em suas mecânicas e em sua estrutura ficcional; apresenta um livro interativo como exemplo do potencial dos meios eletrônicos de enriquecer a experiência de leitura do texto ficcional, mesmo para produtos que não sejam jogos
Christer, Lidén. "The quest for medievalism in ‘The Witcher 3’ : A study of the vita gravis: the apposition between the medieval and the fantastical." Thesis, Stockholms universitet, Historiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-139214.
Full textTulloch, Rowan Christopher English Media & Performing Arts Faculty of Arts & Social Sciences UNSW. "Powerplay: video games, subjectivity and culture." Publisher:University of New South Wales. English, Media, & Performing Arts, 2009. http://handle.unsw.edu.au/1959.4/43519.
Full textCummings, Kelsey. "Gameplay Mechanics, Ideology, and Identity in Mobile and Online Girl Games." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19270.
Full textSchules, Douglas Michael. "Anime fansubs: translation and media engagement as ludic practice." Diss., University of Iowa, 2012. https://ir.uiowa.edu/etd/3532.
Full textBooks on the topic "Ludology"
Bandera, Pedro Fulleda. ¡el Poder Soy Yo!: Introducción a la LUDOLOGÍa. Independently Published, 2019.
Find full textBruns, Albrecht, and Linus Hoßfeld. Die Konvergenz Von Gaming und Gambling : Glücksspiel in Videospielen: Facharbeit Zum Thema Ludologie. Independently Published, 2021.
Find full textUUelcome Matte©: Déltos from Link Starbureiy: an exercise of imagination, creativity, and wonder. online [weblog format]: The Link Egglepple Starbureiy Museum, 2010.
Find full textBook chapters on the topic "Ludology"
Aarseth, Espen. "Ludology." In The Routledge Companion to Video Game Studies, 255–59. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-36.
Full textMitchell, Dale. "Towards a Legal Ludology." In Law, Video Games, Virtual Realities, 31–50. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003197805-3.
Full textLauteria, Evan W. "Envisioning Queer Game Studies: Ludology and the Study of Queer Game Content." In Queerness in Play, 35–53. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_3.
Full textVidakis, Nikolas, Eirini Christinaki, Iosif Serafimidis, and Georgios Triantafyllidis. "Combining Ludology and Narratology in an Open Authorable Framework for Educational Games for Children: the Scenario of Teaching Preschoolers with Autism Diagnosis." In Lecture Notes in Computer Science, 626–36. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07440-5_57.
Full textRedecker, Björn. "7.2 Gamemusik, Ludologie und Narratologie / Zwischen Remediation und Eigenlogik." In Klangwelten digitaler Spiele, 321–38. Bielefeld, Germany: transcript Verlag, 2024. http://dx.doi.org/10.14361/9783839473702-025.
Full text"Ludology." In Encyclopedia of the Sciences of Learning, 2080. Boston, MA: Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-1428-6_4810.
Full text"Ludology." In The Routledge Companion to Video Game Studies, 211–15. Routledge, 2014. http://dx.doi.org/10.4324/9780203114261-33.
Full text"Affective Ludology." In Encyclopedia of Computer Graphics and Games, 96. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_300069.
Full text"ludology, n." In Oxford English Dictionary. 3rd ed. Oxford University Press, 2023. http://dx.doi.org/10.1093/oed/8439786330.
Full textPayne, Matthew Thomas. "Interpreting Game-Play Through Existential Ludology." In Handbook of Research on Effective Electronic Gaming in Education, 621–35. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch036.
Full textConference papers on the topic "Ludology"
Chisik, Yoram, Patricia Pons, and Javier Jaen. "Gastronomy Meets Ludology." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3270316.3272056.
Full text"LINKING GAMIFICATION, LUDOLOGY AND PEDAGOGY: PRINCIPLES TO DESIGN A SERIOUS GAME." In 19th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2022). IADIS Press, 2022. http://dx.doi.org/10.33965/celda2022_202207l008.
Full textMangeli, Eduardo, Tadeu Moreira de Classe, Horácio Macêdo, Pedro Marques, Lincoln Magalhães Costa, and Geraldo Xexéo. "Metodologia para Desenvolvimento de Jogos com Propósito de um Laboratório de Ludologia." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19634.
Full textReports on the topic "Ludology"
Rodríguez Serrano, A., M. Martín-Núñez, and S. Gil-Soldevila. Ludologic design and augmented reality. The game experience in Pokémon Go! (Niantic, 2016). Revista Latina de Comunicación Social, June 2017. http://dx.doi.org/10.4185/rlcs-2017-1185en.
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