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Situated Play
University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
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 [en]
computer game play, embodied and situated cognition, situatedness
National Category
Computer Science
Research subject
Technology
Identifiers
URN: urn:nbn:se:his:diva-2821ISBN: 978-91-7393-930-0 OAI: oai:DiVA.org:his-2821DiVA: diva2:201449
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: 2010-03-18Bibliographically approved
List of papers
1. 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
2. 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, (Other academic)
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-13086 (URN)
Available from: 2008-03-26 Created: 2008-03-26
3. 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, (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
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, (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. 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
6. Exploring E-sports: A case study of game play in Counter-strike
Open this publication in new window or tab >>Exploring E-sports: A case study of game play in Counter-strike
2007 (English)In: Situated play: The 2007 world conference of Digital Games Research Association / [ed] B. Akira, DiGRA , 2007, 157-164 p.Conference paper, (Refereed)
Abstract [en]

In this paper, a case study of Counter-strike is presented in which cognitive, cultural, economical, and technologicalaspects of people’s gameplay activities are discussed. Most attention is given to Counter-strike as an e-sport – competitive gameplay which borrows forms from traditional sports. Also, methodological and theoretical issues related to the study are discussed, including issues of player-centered approaches and issues related to the crossdisciplinarily of the study, which borrows perspectives from cognitive science as well as cultural studies

Place, publisher, year, edition, pages
DiGRA, 2007
Keyword
Counter-strike, Gameplay, E-sports, Cultural studies, Cognition
National Category
Computer and Information Science
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-1463 (URN)2-s2.0-84873349213 (Scopus ID)
Conference
3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007;Tokyo;24 September 2007through28 September 2007
Available from: 2008-09-29 Created: 2008-09-29 Last updated: 2015-03-08Bibliographically approved

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