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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Autor principal: Corrado Morgana
Formato: article
Lenguaje:EN
Publicado: University of Edinburgh 2008
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Acceso en línea:https://doaj.org/article/e016fcdb6a014be09ebaf532f26a0085
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spelling 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)
institution DOAJ
collection DOAJ
language EN
topic Fine Arts
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Language and Literature
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spellingShingle Fine Arts
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Language and Literature
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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
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