*** To be presented at THE PHILOSOPHY OF COMPUTER GAMES REGGIO EMILIA, ITALY, ON JANUARY 25�27, 2007 The paper available on conference web site http://game.unimore.it/Papers/Lankoski_Paper.pdf Version on my site contains few typo corrections EDIT: An extended and much revised version of this paper was published in The Philosophy of Computer Games with the title ComputerContinue reading “Goals, Affects, and Empathy in Games”
N=15, Three random groups (N=5), 11 male, 4 female, aged between 18 and 26. They were evaluating two Alan Wake trailers in the study with different types of music. Study was about comparison of affects when viewing of the clip with different music (group1: silence, clip 1, and fearful, clip 2; g2 sad and aggressive;Continue reading ““Investigating the Affects of Music on Emotion in Games” by Moffat & Kiegler”
Another peace to read: The History of Computer Role-Playing Games Part I: The Early Years (1980-1983).
Note for myself: check this paper: Rajava et al (2004), Emotional response patterns and sense of presence during video games: potential criterion variables for game design, http://portal.acm.org/citation.cfm?id=1028014.1028068.
D.B. El’konin (1971),Toward The Problem of Stages in the Mental Development of Children at http://www.marxists.org/archive/elkonin/works/1971/stages.htm (from Voprosy psikhologii). the role or (role-)play in children’s development transferring meaning to an object to another (props) social meaning of play
I noticed some new papers on role-playing games: On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules. Game Studies 6(1). by Joris Dormans Pen-and-paper roleplaying games, like computer games, are in their essence rule-based simulation “engines” that facilitate playful interaction. These similarities make it possible to takeContinue reading “Papers on Role-Playing Games”
Brian Morton (Assistant Professor in Philosophy at Indiana State University) have quite interesting site on (critical) role-playing game theory.
I noticed that there is a discussion on rules in Jesper Juul’s blog. More and more, I feel that there would be need to distinguish rules (as something based on agreement,that comes with possibility to cheat) and system in computer games (that regulates play in implemented ways). If one considers sports, there are rules andContinue reading “On Rules (again)”
Some notes about the arguments in the book: Practices are not based on rules or agreements. Habitus is a system, which produces and organize practices and representations. Habitus is produced in interaction with environment. Habitus and institutions are two means to objectify history. Two habitus could theoretically be identical if two individual would have sameContinue reading ““The Logic of Practice” by Bourdieu”
The Chain is much like Animamundi, but there are more decision-points. Decisions are pretty much illusion, as the if you make wrong choice you’ll get comment about that and then you are find yourself back to decision-point. This didn’t bother me as much as character and story design: The game tries to be hard-boiled detectiveContinue reading “Chain: The Lost Footprints”