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The Challenge of Managing Real and Virtual Accordances in Computer Game Play
Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
University of Skövde, Skövde, Sweden.
2007 (English)In: Game in' Action, June 13-15, Gothenburg University, Sweden, 2007, 13 pp.- p.Conference paper, Published paper (Other academic)
Place, publisher, year, edition, pages
2007. 13 pp.- p.
National Category
Psychology (excluding Applied Psychology)
Identifiers
URN: urn:nbn:se:liu:diva-13089OAI: oai:DiVA.org:liu-13089DiVA: diva2:17809
Available from: 2008-03-26 Created: 2008-03-26
In thesis
1. Situated Play
Open this publication in new window or tab >>Situated Play
2008 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

 

This thesis addresses computer game play activities from the perspective of embodied and situated cognition. From such a perspective, game play can be divided into the physical handling of the game and the players' understanding of it. Game play can also be described in terms of three different levels of situatedness "high-level" situatedness, the contextual "here and now", and "low-level" situatedness. Moreover, theoretical and empirical implications of such a perspective have been explored more in detail in two case studies.

Place, publisher, year, edition, pages
Department of Computer and Information Science, Linköpings universitet, 2008. 31 p.
Series
Linköping studies in science and technology.Thesis, ISSN 0280-7971 ; 1359
Keyword
computer game play, embodied and situated cognition, situatedness
National Category
Computer Science
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-2821 (URN)978-91-7393-930-0 (ISBN)
Presentation
2008-04-11, G110, Hus G, Högskolan i Skövde, Skövde, 13:15 (English)
Supervisors
Available from: 2009-04-03 Created: 2009-03-04 Last updated: 2017-11-27Bibliographically approved
2. Situated Play
Open this publication in new window or tab >>Situated Play
2008 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis addresses computer game play activities from the perspective of embodied and situated cognition. From such a perspective, game play can be divided into the physical handling of the game and the players' understanding of it. Game play can also be described in terms of three different levels of situatedness "high-level" situatedness, the contextual "here and now", and "low-level" situatedness. Moreover, theoretical and empirical implications of such a perspective have been explored more in detail in two case studies.

Place, publisher, year, edition, pages
Tokyo: The University of Tokyo, 2008. 31 p.
Series
Linköping Studies in Science and Technology. Thesis, ISSN 0280-7971 ; 1359
Keyword
Computer game play, embodied and situated cognition, situatedness
National Category
Psychology (excluding Applied Psychology)
Identifiers
urn:nbn:se:liu:diva-11400 (URN)978-91-7393-930-0 (ISBN)
Presentation
2008-04-11, G110, Hus G, Högskolan i Skövde, Skövde, 13:15 (English)
Supervisors
Note
Report code: LiU-Tek-Lic-2008:17.Available from: 2008-03-26 Created: 2008-03-26 Last updated: 2009-05-12

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf