Why imaginary worlds? The psychological foundations and cultural evolution of fictions with imaginary worlds

E Dubourg, N Baumard - Behavioral and Brain Sciences, 2022 - cambridge.org
Imaginary worlds are extremely successful. The most popular fictions produced in the last
few decades contain such a fictional world. They can be found in all fictional media, from …

Thinking and doing: Challenge, agency, and the eudaimonic experience in video games

T Cole, M Gillies - Games and Culture, 2021 - journals.sagepub.com
The nascent growth of video games has led to great leaps in technical understanding in how
to create a functional and entertaining play experience. However, the complex, mixed-affect …

[CARTE][B] Agency and media reception: Experiencing video games, film, and television

S Eichner - 2014 - books.google.com
What happens to our sense of agency, our general ability to perform actions in our
lifeworlds, in the course of media reception and appropriation? Whilst considering media …

[CARTE][B] A multimodal approach to video games and the player experience

W Toh - 2018 - taylorfrancis.com
This volume puts forth an original theoretical framework, the ludonarrative model, for
studying video games which foregrounds the empirical study of the player experience. The …

Audience participation games: Blurring the line between player and spectator

J Seering, S Savage, M Eagle, J Churchin… - Proceedings of the …, 2017 - dl.acm.org
Audience Participation Games challenge traditional assumptions about gameplay by
blurring the line between audience and player, allowing audience members to impact …

[CARTE][B] Playing dystopia: Nightmarish worlds in video games and the player's aesthetic response

G Farca - 2018 - library.oapen.org
Video games permeate our everyday existence. They immerse players in fascinating
gameworlds and exciting experiences, often inviting them in various ways to reflect on the …

From Disorientation to Harmony: Autoethnographic Insights into Transformative Videogame Experiences

J Väkevä, ED Mekler, J Lindqvist - … of the 2024 CHI Conference on …, 2024 - dl.acm.org
Videogames can transform the perspectives and attitudes of players. Prior discussion on this
transformative potential has typically been limited to non-entertainment videogames with …

Audiences' communicative agency in a datafied age: Interpretative, relational and increasingly prospective

B Ytre-Arne, R Das - Communication Theory, 2021 - academic.oup.com
This article develops a conceptualization of audience agency in the face of datafication. We
consider how people, as audiences and users of media and technologies, face transforming …

Agency as commitment to meaning: communicative competence in games

K Tanenbaum, TJ Tanenbaum - Digital Creativity, 2010 - Taylor & Francis
Agency has long been considered one of the core pleasures of interacting with digital
games. Recent treatments of agency in games culture and game design have grown …

Map** design spaces for audience participation in game live streaming

A Striner, AM Webb, J Hammer, A Cook - … of the 2021 CHI Conference on …, 2021 - dl.acm.org
Live streaming sites such as Twitch offer new ways for remote audiences to engage with and
affect gameplay. While research has considered how audiences interact with games, HCI …