Emotional involvement in digital games Online publication date: Mon, 27-Dec-2010
by Gordon Calleja
International Journal of Arts and Technology (IJART), Vol. 4, No. 1, 2011
Abstract: Digital games have become a pervasive aspect of the contemporary media landscape, yet our understanding of the way they engage players is limited. Experiential studies of games have the added complexity of plugging human consciousness in the cybernetic circuit that generates game-play. Quite simply games require input from players in order to occur. The nature of this cybernetic circuit means that the forms of engagement enabled by digital games are considerably different from those of other non-interactive media. This calls for theoretical models and analytical tools developed specifically with digital games in mind. This paper describes such a model which aims to enhance our understanding of digital game involvement. The model addresses a variety of experiential dimensions related to game-play, but will here focus primarily on the affective dimension.
Online publication date: Mon, 27-Dec-2010
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Arts and Technology (IJART):
Login with your Inderscience username and password:
Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.
If you still need assistance, please email email@example.com