A study about the gener (category) applied to videogames. Andreas Gregersen explains why the experiencies generated by videogames are 'potentially generic.'
Based on the concept 'Zero‐Player Games' (a point of view of the player) there is a debate that investigates if videogames need the interaction of players in orden to define themselves as games.
Starting form the belief that videogames haven't already found their own language, the author exposes how the players experience reemphasizes the paradox of identity (a field of study in philosophy of language.)
The posibilities of embodiment in videogames digital environment. The body as control interface, the difficulty of creating an identification between player and avatar, the limits of the embodiment and technology and the design of videogames based in...
The original concept of avatar, which comes form the Hinduism, is the encarnation of a god (Vishnu), a manifestation of divinity that destroys evil. Understanding this philosophy is important in order to understand the videogame avatar, because it...
The concepts 'Immersión' and 'presence' are both used for describing the 'being there', the player's sensation of inhabiting the space represented on screen. Calleja proposes the concept 'incorporation' as an alternative, by defending that it's a...
The process of corporal and social developmentthat comes from videogames appearance and evolution. The new forms of individual and social identity and embodiment as a consequence of videogames.
The Sims are not defined as much by the characters, but by their interaction with environmental objects. Thus, we question where is the identity of the Sims; perhaps most evident in its ability to create objects that flows to other Sims, establishing...