In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives
Videogames, whether immersive simulations or abstract puzzlers, impose their own set of internal logics upon the player. If the player decides to transgress or subvert the rules or normal behaviour without directly affecting the software system itself through modification or hacking, these same inte...
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University of Edinburgh
2008
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oai:doaj.org-article:e016fcdb6a014be09ebaf532f26a00852021-11-23T09:46:01ZIn Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives1749-9771https://doaj.org/article/e016fcdb6a014be09ebaf532f26a00852008-08-01T00:00:00Zhttp://www.forumjournal.org/article/view/601https://doaj.org/toc/1749-9771Videogames, whether immersive simulations or abstract puzzlers, impose their own set of internal logics upon the player. If the player decides to transgress or subvert the rules or normal behaviour without directly affecting the software system itself through modification or hacking, these same internal logics still affect the player or ‘subvertors’ behaviour; the videogame has its own set of affordances, the properties that an artefact or system has that influence interaction.Corrado MorganaUniversity of EdinburgharticleFine ArtsNLanguage and LiteraturePENForum (2008) |
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Fine Arts N Language and Literature P |
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Fine Arts N Language and Literature P Corrado Morgana In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives |
description |
Videogames, whether immersive simulations or abstract puzzlers, impose their own set of internal logics upon the player. If the player decides to transgress or subvert the rules or normal behaviour without directly affecting the software system itself through modification or hacking, these same internal logics still affect the player or ‘subvertors’ behaviour; the videogame has its own set of affordances, the properties that an artefact or system has that influence interaction. |
format |
article |
author |
Corrado Morgana |
author_facet |
Corrado Morgana |
author_sort |
Corrado Morgana |
title |
In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives |
title_short |
In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives |
title_full |
In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives |
title_fullStr |
In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives |
title_full_unstemmed |
In Arcadia: Landscape filming in a toxic wasteland Game engine affordances and post-game narratives |
title_sort |
in arcadia: landscape filming in a toxic wasteland game engine affordances and post-game narratives |
publisher |
University of Edinburgh |
publishDate |
2008 |
url |
https://doaj.org/article/e016fcdb6a014be09ebaf532f26a0085 |
work_keys_str_mv |
AT corradomorgana inarcadialandscapefilminginatoxicwastelandgameengineaffordancesandpostgamenarratives |
_version_ |
1718416796691726336 |