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Rethinking Virtual Worlds: A Review of Gaming the System by David J. Gunkel

Data publikacji: 13.03.2019

Przegląd Kulturoznawczy, 2018, Numer 4 (38), s. 598 - 608

Autorzy

Daniel Vella
University of Malta
https://orcid.org/0000-0002-8224-3801 Orcid
Wszystkie publikacje autora →

Tytuły

Rethinking Virtual Worlds: A Review of Gaming the System by David J. Gunkel

Abstrakt

Review:

David J. Gunkel, Gaming the System: Deconstructing Video Games, Game Studies, and Virtual Worlds, Bloomington: Indiana University Press, 2018, pp. 264.

Bibliografia

Aarseth E., “Computer Game Studies, Year One”, Game Studies 2001, vol. 1, no. 1.

Aarseth E., “Genre Trouble: Narrativism and the Art of Simulation”, in: First-Person: New Media as Story, Performance and Game, ed. by N. Wardrip-Fruin, P. Harrigan, Cambridge, MA: MIT Press, 2004, pp. 45-55.

Aarseth E., Calleja G., “The Word Game: The Ontology of an Undefinable Object”, Proceedings of the 10th International Conference on the Foundations of Digital Games, June 22-25, 2015, Pacific Grove, CA.

Arjoranta J., “Game Definitions: A Wittgensteinian Approach”, Game Studies 2014, vol. 14, no. 1.

Bayliss P., “Notes Towards a Sense of Embodied Gameplay”, in: Situated Play: Proceedings of the 2007 Digital Games Research Association Conference, ed. by A. Baba, September 24-28, 2007(a), Tokyo, Japan, pp. 96-102.

Bayliss P., “Beings-in-the-Gameworld: Characters, Avatars and Players”, in: Proceedings of the Fourth Australasian Conference on Interactive Entertainment: IE2007, December 3-5, 2007(b), Melbourne, Australia.

Boellstorff T., Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, Princeton, NJ: Princeton University Press, 2008.

Bogost I., Persuasive Games: The Expressive Power of Videogames, Cambridge, MA: MIT Press, 2007.

Bowman S.L., The Functions of Role-Playing Games, Jefferson, NC: McFarland, 2010.

Calleja G., In-Game: From Immersion to Incorporation, Cambridge, MA: MIT Press, 2011.

Cooper R., Alter Ego: Avatars and their Creators, London: Chris Boot, 2000.

Floridi L., Sanders J.W., “On the Morality of Artificial Agents”, Minds and Machines 2004, vol. 14, iss. 3, pp. 349-379.

Gee J.P., “Video Games and Embodiment”, Games and Culture 2008, no. 3, pp. 253-263.

Gualeni S., Virtual Worlds as Philosophical Tools, London: Palgrave Macmillan, 2015.

Gunkel D.J., Gaming the System: Deconstructing Video Games, Game Studies and Virtual Worlds, Bloomington, IN: Indiana University Press, 2018.

Juul J., Half-Real: Video Games between Real Rules and Fictional Worlds, Cambridge, MA: MIT Press, 2005.

Kania M.M., Perspectives of the Avatar: Sketching the Existential Aesthetics of Digital Games, Wroclaw: University of Lower Silesia Press, 2017.

Keogh B., A Play of Bodies: How We Perceive Videogames, Cambridge, MA: MIT Press, 2018.

Klevjer R., “Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games”, in: The Philosophy of Computer Games, ed. by J.R. Sageng, H. Fossheim, T.M. Larsen, Dordrecht: Springer, 2012, pp. 17-38.

Mukherjee S., “Vishnu and the Videogame”, Proceedings: 6th Philosophy of Computer Games Conference, January 29-31, 2012, Madrid, Spain.

Salen K., Zimmerman E., Rules of Play: Game Design Fundamentals, Cambridge, MA: MIT Press, 2004.

Waggoner Z., My Avatar, My Self, Jefferson, NC: McFarland, 2009.

Informacje

Informacje: Przegląd Kulturoznawczy, 2018, Numer 4 (38), s. 598 - 608

Typ artykułu: Artykuł recenzyjny (recenzja naukowa)

Tytuły:

Polski:

Rethinking Virtual Worlds: A Review of Gaming the System by David J. Gunkel

Angielski:

Rethinking Virtual Worlds: A Review of Gaming the System by David J. Gunkel

Publikacja: 13.03.2019

Status artykułu: Otwarte __T_UNLOCK

Licencja: CC BY-NC-ND  ikona licencji

Udział procentowy autorów:

Daniel Vella (Autor) - 100%

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Języki publikacji:

Angielski

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