Academic literature on the topic 'Ludology'

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Journal articles on the topic "Ludology"

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Montola, Markus. "Social Constructionism and Ludology." Simulation & Gaming 43, no. 3 (December 26, 2011): 300–320. http://dx.doi.org/10.1177/1046878111422111.

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Groppo, 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.

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<p>This paper proposes to discuss how adventure games, a subgenre of video games, have become a new medium that manages to combine elements from literature, comics, and movies in order to present highly complex interactive narratives of their own. The phenomenon of intermediality within this plurimedial medium is discussed using Irina Rajewsky’s definitions of medial transposition, media combination and intermedial reference.</p>
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Surdyk, 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.

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González, 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.

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At the confluence of the didactics of creativity, the pedagogy of emotion and the ludology of learning, this article presents, in a co-actional and multicultural approach, the first conclusions of a collaborative research oriented by the design of a 2D video game LBH 2.0 (©2017), original adaptation of The Human Beast of Zola by students BTS (Brevet de technicien supérieur) and IUT (Institut universitaire de technologie). In the joint FLM and FLE learning space, we question the contribution of ludology to theteaching of literature on literary LBH 2.0 at the University of Castile-La Mancha (Spain) aims to revitalize the literary reading experience as a play-test.
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Mitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.

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The paper provides an overview and an analysis of the narratological and ludological approach to the study of video games and a review of the establishment of the fledgling field of game studies. The starting points of both theoretical positions, derived from the same literary theoretical corpus, are presented. The state of this discipline and the academic tensions in this field also indicate the ways in which academic community functions, as well as the mechanisms of their division or complication in the organizational and methodological plan. The ludological approach, which reduces the study of video games to the description and classification of rules and game mechanics, is regarded as reductionist, but also useful and applicable for understanding the specifics of video games. It is concluded that ludology, together with narratology and other academic disciplines in the field of humanities, forms a complete corpus of video game studies.
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Pugachev, 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.

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The author reviews the past-to-present academic literature on game studies from the perspective of ludology and narratology. The academic study of video games has grown substantially since 2001 - the year Game Studies started publishing its first articles. Yet both ludology and narratology remain a particularly new field, especially in the Russian academic field, and many of its discussed themes have yet to attain widespread recognition. The academic articles published between 2017 and 2022 were reviewed to provide understanding of the current state of the research on ludology and narratology in various research areas. The corpus was gathered by searching publications in international database Scopus. Each article was categorized according to the type of database, period of time, the country of publication, the field of study and the frequency of citations. The applied method of quantitative research allows tracking the development of research within five years in the field of game studies. Several proposals for further research in this field were put forward. The main hypothesis of this work is that one type of methodology is more applicable than the other, considering the background. The author concludes that one type of methodology can prevail in research - depending on the region of the published article.
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Crogan, 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.

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The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, The Thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the opposition between ‘ludological’ and narratological theorisations of the computer game. This opposition is examined for both its limitations and its productive potential by means of consideration of The Thing game and its relation to John Carpenter's cinematic iteration of the original short story from which it is adapted. This consideration leads away from the question of the specificity of the computer game object to some concluding speculations about the relation of contemporary computer games to the broader computer culture within which games are taking on an increasingly significant profile.
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Vargas-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.

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Due to its affiliation with formalism, ludology, the scientific perspective prioritized in game studies, considers the rule–mechanic binomial to be an essential principle of any scholarly approach to video games. Nevertheless, the limitation of the game system order implies that, as a fundamental part of this epistemological approach, the empirical validity of its methodology is already being rejected. As such, this article attempts to shift the focus away from the rule–mechanic relation, and from a cybersemiotic perspective, to refocus it on a conceptualization of the human–machine relationship. In order to do so, the concept of convolution regarding said relation is defined, including both parts of the video game system in terms of signal processing. Likewise, this model is contrasted with a randomized total sample of 1,200 games ( N = 1,200, n = 300) in order to arrive at a set of conclusions about the behavior of the distinct video game genres in the indicated terms.
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Walther, 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.

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Ouariachi, 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.

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In search of innovative approaches capable of connecting climate change issues with teenagers, scholars and practitioners have become interested in harnessing the potential of gaming for advancing climate change communication. This article aims to propose a set of criteria, validated by experts through the Delphi method, by which to analyze communicative features of online climate change games. The use of the criteria is illustrated with an evaluation of a sample of Spanish games to which we apply qualitative content analysis, narratology, and ludology techniques. Our findings reveal some positive communicative trends in terms of narratives, contents, and gameplay.
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Dissertations / Theses on the topic "Ludology"

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Fuchs, Angelica. "The Player’s Journey: Ludology and Narratology in Modern Gaming." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5460.

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This thesis examines the evolution of gaming criticism (specifically ludology and narratology) and games as a medium of expression through the use of case studies. These case studies look at some of the core aspects of four major titles (The Last of Us, Horizon Zero Dawn, various BioWare games and Journey) and survey how these games work to effectively employ a narrative while maintaining an immersive, intuitive system for the player to interact with. Through these titles, the thesis suggests that in order to gain a full scope of a game’s intentions, studies should analyze more than the base story or gameplay, but rather the correlations between them as well as the ways that the visuals and audio aspects interact and enhance the narrative. Furthermore, it suggests the importance of creating gameplay that works with the story in order to ensure that the player always feels as though they have a stake in the outcome of the game, regardless of the nature of the narrative.
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Nacke, 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.

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Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e.g., media psychology, psychophysiology, and communication sciences) research communities. This thesis is located at the intersection of these research areas, bringing together emerging methodological and scientific approaches from these multi-faceted communities for an affective ludology; a novel take on game analysis and design with focus on the player. The thesis contributes to game research with three important results: (1) the establishment of an objective/subjective correlation methodology founded on psychophysiological methods, (2) the creation of a formal theoretical framework in which to conduct user experience (UX) research related to games, and (3) the combination of results regarding cognitive and emotional factors for describing, defining, and classifying the interactive relationship between players and games. Two approaches for measuring gameplay experience are used in this thesis. First, objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, allows collecting essential player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires allows a reliable assessment of players' subjective emotion and cognition during gameplay. The benefit of psychophysiological methods is that they are non-intrusive, covert, reliable, and objective. To fully understand psychophysiological results, a correlation between subjective gameplay experience ratings and psychophysiological responses is necessary and has been done in this thesis and prior work it builds on. This thesis explores objective and subjective assessment of gameplay experience in several experiments. The experiments focus on (1) level design implications from psychophysiological and questionnaire measurements, (2) the impact of form and age on subjective gameplay experience, (3) the impact of game audio and sound on objective and subjective player responses, and (4) the impact of game interaction design on and the relationship between experience and electroencephalographic measures. In addition, the thesis includes a theoretical framework for UX research in games, which classifies gameplay experience along the dimensions of abstraction and time. One remaining conceptual and empirical challenge for this framework is the huge variety of vaguely defined experiential phenomena, such as immersion, flow, presence, and engagement. However, the results from the experimental studies show that by establishing correlations between psychophysiological responses and questionnaire data, we are approaching a better, scientifically grounded, understanding of gameplay experience. Many possibilities open from here. More detailed analyses of cognition will help us understand to what extend gameplay experience depends on emotional or cognitive processing. In addition, the inclusion of more complex and detailed gameplay metrics data together with psychophysiological metrics will enable a comprehensive analysis of player behavior, attention, and motivation. Finally, the integration of new measurement technologies in interactive entertainment applications will not only allow a detailed assessment of gameplay, but also improve physical and mental interaction with future games.
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Audi, 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.

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O objetivo deste trabalho é entender como o jogo narrativo de aventura para videogame consegue atrair e manter a atenção do jogador, imergindo-o no mundo ficcional, em face dos inúmeros estímulos existentes a sua volta. É sugerida uma definição para o jogo narrativo de aventura e a imersão e, posteriormente, estabelece-se uma relação entre elementos presentes nos jogos e as estruturas que atraem a atenção do indivíduo. Para isso, consultou-se material produzido pelas duas principais linhas de estudos de jogos: Narratologia e Ludologia. O conteúdo teórico foi comparado e exemplificado através da prática de diversos jogos, principalmente do console Sony Playstation 3. O próprio conceito de jogo narrativo, a prática dos jogos e a relação percebida entre seus elementos e as ferramentas para criar e manter a atenção revelaram que o videogame, através dos jogos narrativos de aventura, representa um potente meio para criar e manter o estado de imersão sobre o jogador.
The 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.
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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.

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Thesis (Honors)--Ohio State University, 2005.
Title 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.
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Richter, Angelika. "Klassifikationen von Computerspielen." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4390/.

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Klassifikationen von Computerspielen widmet sich den Begriffen, mit denen Computerspiele zu Klassifikationszwecken versehen werden. Eine repräsentative Auswahl an derartigen Klassifikationsmodellen, die die Arbeiten von Designern, Journalisten, Pädagogen, Laien und expliziten Computerspielforschern abdeckt, wird vorgestellt und hinsichtlich ihrer Anwendbarkeit zur eindeutigen Bestimmung konkreter Spiele bewertet. Dabei zeigen sich zwei grundlegend verschiedene Herangehensweisen an die Problematik: „Kategorisierungen“ stellen feste Kategorien auf, in die einzelne Spiel eindeutig einsortiert werden sollen, während „Typologien“ die einzelnen Elemente von Spielen untersuchen und klassifizieren. Beide Ansätze werden analysiert und ihre jeweiligen Vor- und Nachteile aufgezeigt. Da offensichtlich wird, dass die Klassifikation von Computerspielen in bedeutendem Maße vom jeweiligen zugrunde liegenden Verständnis davon, was ein „Computerspiel“ sei, abhängt, ist der Untersuchung der Klassifikationsmodelle eine Betrachtung dieser problematischen Begriffsdefinition vorangestellt, die beispielhaft an vier ausgewählten Aspekten durchgeführt wird.
Classifications 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.
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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.

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Made available in DSpace on 2016-04-29T14:23:10Z (GMT). No. of bitstreams: 1 Ernane Guimaraes Neto.pdf: 18724840 bytes, checksum: 7a8b5d588ce400e5c7c89815d31174ae (MD5) Previous issue date: 2012-05-14
This 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
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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.

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Tulloch, Rowan Christopher English Media &amp Performing Arts Faculty of Arts &amp 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.

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This thesis examines single-player video gaming. It is an analysis of video game play: what it is, how it functions, and what it means. It is an account of how players learn to play. This is done through a set of close readings of significant video games and key academic texts. My focus is on the mechanisms and forces that shape gameplay practices. Building on the existing fields of ludology and media-studies video-game analysis, I outline a model of video game play as a cultural construction which builds upon the player's existing knowledge of real world and fictional objects, scenarios and conventions. I argue that the relationship between the video game player and the software is best understood as embodying a precise configuration of power. I demonstrate that the single-player video game is in fact what Michel Foucault terms a 'disciplinary apparatus'. It functions to shape players' subjectivities in order to have them behave in easily predicted and managed ways. To do this, video games reuse and repurpose conventions from existing media forms and everyday practices. By this mobilisation of familiar elements, which already have established practices of use, and by a careful process of surveillance, examination and the correction of play practices, video games encourage players to take on and perform the logics of the game system. This relationship between organic player and technological game, I suggest, is best understood through the theoretical figure of the 'Cyborg'. It is a point of intersection between human and computer logics. Far from the ludological assumption that play and culture are separate and that play is shaped entirely by rules, I show video game play to be produced by an array of complex cultural and technological forces that act upon the player. My model of video game play differs from others currently in circulation in that it foregrounds the role of culture in play, while not denying the technological specificity of the video gaming apparatus. My central focus on power and the construction of player subjectivities offers a way to move beyond the simplistic reliance on the notion that rules are the primary shaping mechanism of play that has, to date, dominated much of video game studies.
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Cummings, Kelsey. "Gameplay Mechanics, Ideology, and Identity in Mobile and Online Girl Games." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19270.

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This thesis analyzes the ideological functions of gameplay mechanics in five mobile and online girl games. The subjects of close reading in this study are Tampon Run, Wonder City, Barbie Fashionistas, Style Studio, and Central Park Wedding Prep. First, a review of the literature is presented. Video game studies and ludology, identity in game studies, and performativity and game studies are examined as the central areas of literature from which the thesis draws. The thesis then explores the historical context of the problem, investigating politics and ideology in gaming spaces and considering the activist and educational games Tampon Run and Wonder City. Finally, the thesis analyzes three traditional girl games: Barbie Fashionistas, Style Studio, and Central Park Wedding Prep. This study argues that activist games rely on limiting mechanics to convey feminist ideologies, while traditional games rely on the perceived mechanics-based empowerment of their players to convey patriarchal ideologies.
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Schules, Douglas Michael. "Anime fansubs: translation and media engagement as ludic practice." Diss., University of Iowa, 2012. https://ir.uiowa.edu/etd/3532.

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The democratization of new media technologies, particularly the software tools though which "content" can be manipulated, has invited a seemingly vast array of modes through which people can express themselves. Conversations in fan studies, for example, cite the novel ways in which new media allow fans to alter texts in the expression of their subcultural needs, while theorizations of media often reverse the paradigm by arguing how advances in technology will revolutionize how we interact with, and hence, know the world. Frequently overlooked are the ways in which these technologies and communities co-construct engagement and the extent to which this engagement spurs novel ways of interaction. This dissertation addresses these problems by theorizing the role of the medium as a ludic negotiation between text and fan, informed--but not determined--by the rules and strictures that construct both these discrete media artifacts and the communities in which these texts circulate. Nowhere are these concerns more evident than in the subcultural realm of anime fan translations, where an eclectic blend of tech-savvy, Japanese language proficient, culturally competent individuals from different backgrounds converge to form groups who have self-nominated themselves to spread anime through timely, efficient, and accurate translations. To be successful, they must navigate multiple linguistic and cultural currents as they move between Japanese and their target language, deftly avoid running aground on the shores that structure the boundaries of container media, all the while remaining mindful of ideological and subcultural discursive shoals as they scan the horizon for alternate paths to their translation goal. These fan translators are, to be less dramatic, limited in the types of translations they can provide by the formal properties of the selected medium, but these limitations should be conceived as a generative process motivating translators to seek novel ways of engagement with the medium to meet both their translation needs and the needs of the communities in which their translations circulate.
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Books on the topic "Ludology"

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Bandera, Pedro Fulleda. ¡el Poder Soy Yo!: Introducción a la LUDOLOGÍa. Independently Published, 2019.

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Bruns, Albrecht, and Linus Hoßfeld. Die Konvergenz Von Gaming und Gambling : Glücksspiel in Videospielen: Facharbeit Zum Thema Ludologie. Independently Published, 2021.

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UUelcome Matte©: Déltos from Link Starbureiy: an exercise of imagination, creativity, and wonder. online [weblog format]: The Link Egglepple Starbureiy Museum, 2010.

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Book chapters on the topic "Ludology"

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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.

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Mitchell, Dale. "Towards a Legal Ludology." In Law, Video Games, Virtual Realities, 31–50. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003197805-3.

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Lauteria, 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.

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Vidakis, 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.

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Redecker, 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.

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"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.

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"Ludology." In The Routledge Companion to Video Game Studies, 211–15. Routledge, 2014. http://dx.doi.org/10.4324/9780203114261-33.

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"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.

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"ludology, n." In Oxford English Dictionary. 3rd ed. Oxford University Press, 2023. http://dx.doi.org/10.1093/oed/8439786330.

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Payne, 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.

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This chapter introduces and operationalizes an innovative interpretive strategy called “existential ludology” to explain how the game-play mechanics of two tactical shooter video games?America’s Army: Rise of a Soldier (Microsoft’s Xbox) and Full Spectrum Warrior (Sony’s PlayStation 2)?educate gamers on how to play militarily. These titles, both produced in part by the U.S. Department of Defense, engender strict, doctrinal learning opportunities by embedding official combat protocols into their game-play structures. By employing existential ludology as an interpretive tool we can understand these military-backed games from an experiential, player-centric perspective, while also recognizing how their seemingly innocuous game-play is located within, and linked to, larger networks of power. Moreover, existential ludology’s flexibility as an interpretive instrument encourages educators to recognize the educational affordances of popular video games so that they might adopt these popular media artifacts for their own pedagogical ends.
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Conference papers on the topic "Ludology"

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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.

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"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.

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Mangeli, 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.

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Este artigo apresenta a formalização da metodologia utilizada pelos membros de um Laboratório de Ludologia para a criação de jogos com propósito. A metodologia é composta de um processo de cinco etapas: Concepção, Projeto, Produção, Avaliação e Empacotamento; além de ferramentas e práticas utilizadas durante a execução de suas tarefas. Ela foi definida considerando as experiências dos membros do laboratório na criação de artefatos lúdicos, outros trabalhos que explicitam os próprios processos para este mesmo fim, a análise da documentação gerada durante a produção de jogos e os registros das atividades (logs) desses processos. São apresentados três exemplos de sua aplicação na construção de jogos. Este artigo espera contribuir para a criação de novas metodologias de desenvolvimento de jogos com propósito, com maior dinamismo e colaboração entre os envolvidos, sejam pesquisadores, desenvolvedores, artistas ou projetistas.
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Reports on the topic "Ludology"

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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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