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Situated Play
Linköping University, Department of Computer and Information Science. Linköping University, The Institute of Technology.
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 [en]
Computer game play, embodied and situated cognition, situatedness
National Category
Psychology (excluding Applied Psychology)
Identifiers
URN: urn:nbn:se:liu:diva-11400ISBN: 978-91-7393-930-0 (print)OAI: oai:DiVA.org:liu-11400DiVA: diva2:17812
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
List of papers
1. The embodied and situated nature of computer game play.
Open this publication in new window or tab >>The embodied and situated nature of computer game play.
2006 (English)In: Workshop on the cognitive science of games and game play. Vancouver, Canada, 26th july, 2006, 8 pp.- p.Conference paper, Published paper (Other academic)
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-13086 (URN)
Available from: 2008-03-26 Created: 2008-03-26
2. Situated play
Open this publication in new window or tab >>Situated play
2008 (English)In: Beyond the Brain: Embodied, Situated and Distributed Cognition / [ed] B. Hardy-Vallé & N. Payette, Cambridge Scholars Publishing, 2008, 215-226 p.Chapter in book (Other academic)
Abstract [en]

Cognitive science faces a major methodological and conceptual change since the 90's. Whereas the brain was traditionally conceived as being the only seat of intelligence, many researches emphasize the entrenchment of the brain in body, context and culture. In 2006, a conference was held at the Universite du Quebec a Montreal (UQAM) and allowed researchers from various fields to interact and discuss such issues. Cognitio 2006 was an occasion for philosophers, cognitive scientists and biologists to present the latest developments in their discipline, and this book aims at providing a general overview of current research on embodied, situated and distributed cognition.

Place, publisher, year, edition, pages
Cambridge Scholars Publishing, 2008
National Category
Social Sciences
Identifiers
urn:nbn:se:liu:diva-13087 (URN)1-84718-598-3 (ISBN)978-1847-185-983 (ISBN)
Available from: 2008-03-26 Created: 2008-03-26 Last updated: 2014-01-31Bibliographically approved
3. Situated play: just a temporary blip
Open this publication in new window or tab >>Situated play: just a temporary blip
2007 (English)In: Proceedings of DiGRA 2007 Conference: Situated Play, September 24-28, 2007, Tokyo, Japan, 2007, 730-735 p.Conference paper, Published paper (Other academic)
Abstract [en]

In this paper we discuss how cognitive science may contribute to understanding the concepts of situatedness and situated play. While situatedness has become something of a catch-all term, it actually has several different meanings, ranging from “higher” social-cultural forms to “lower” sensori-motoric activities. We also discuss an often overlooked, but crucial aspect of situatedness, which is the use of external resources such as tools and their use. As will become apparent, a more thorough understanding of situatedness and tool use are key to understanding computer games and people’s everyday playing activities.

Keyword
situatedness, tool use, situated play, computer games
National Category
Psychology (excluding Applied Psychology)
Identifiers
urn:nbn:se:liu:diva-13088 (URN)
Available from: 2008-03-26 Created: 2008-03-26
4. The Challenge of Managing Real and Virtual Accordances in Computer Game Play
Open this publication in new window or tab >>The Challenge of Managing Real and Virtual Accordances in Computer Game Play
2007 (English)In: Game in' Action, June 13-15, Gothenburg University, Sweden, 2007, 13 pp.- p.Conference paper, Published paper (Other academic)
National Category
Psychology (excluding Applied Psychology)
Identifiers
urn:nbn:se:liu:diva-13089 (URN)
Available from: 2008-03-26 Created: 2008-03-26
5. Riding a bike in Paperboy: A case study of embodied humancomputer game interaction
Open this publication in new window or tab >>Riding a bike in Paperboy: A case study of embodied humancomputer game interaction
2007 (English)In: The Virtual - Designing Digital Experience. No. 4., 2007, 144-151 p.Chapter in book (Other academic)
National Category
Psychology (excluding Applied Psychology)
Identifiers
urn:nbn:se:liu:diva-13090 (URN)
Available from: 2008-03-26 Created: 2008-03-26 Last updated: 2013-08-15Bibliographically approved
6. Exploring e-sports: A case study of gameplay in counter-strike
Open this publication in new window or tab >>Exploring e-sports: A case study of gameplay in counter-strike
2007 (English)In: Proceedings of DiGRA 2007 Conference: Situated Play, September 24-28, 2007, Tokyo, Japan, 2007, 157-164 p.Conference paper, Published paper (Other academic)
National Category
Psychology (excluding Applied Psychology)
Identifiers
urn:nbn:se:liu:diva-13091 (URN)
Available from: 2008-03-26 Created: 2008-03-26

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