2022
Sotamaa, Olli
Modding other
2022.
Abstract | Links | Tags: Definitions, Encyclopedia, Modding, Modifying, Terms
@other{Sotamaa2022b,
title = {Modding},
author = {Olli Sotamaa},
editor = {Paweł Grabarczyk},
url = {https://eolt.org/articles/modding},
year = {2022},
date = {2022-05-20},
urldate = {2022-05-20},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022 Edition},
abstract = {Modding, originally from modifying, refers to a practice of changing a game by creating modifications to it. Modifications range from very simple edits to "total conversions" and entirely new games. Modding as a phenomenon questions any "fixed" idea of a game by illustrating how games operate as launchpads for player creativity. Game modding draws on the history of software hacking and in this respect modding can take forms that are seen as resistant or illegitimate. At the same time, modding is often invited and supported by game companies, leading to constant negotiations between the game industry and the player community.},
keywords = {Definitions, Encyclopedia, Modding, Modifying, Terms},
pubstate = {published},
tppubtype = {other}
}
Karhulahti, Veli-Matti
Digital Games other
2022.
Abstract | Links | Tags: Computer games, Concepts, Definitions, Digital games, Games, Video games
@other{Karhulahti2022g,
title = {Digital Games},
author = {Veli-Matti Karhulahti},
editor = {Paweł Grabarczyk},
url = {https://research.fi/en/results/publication/0392491322
https://eolt.org/articles/digital-games},
year = {2022},
date = {2022-04-21},
urldate = {2022-04-21},
booktitle = {Encyclopedia of Ludic Terms},
edition = {Spring 2022},
abstract = {This entry summarizes the history and current use of "digital games" and related terminology, such as "computer games", "electronic games", and "videogames". Despite their etymological variety, a few pragmatic differences between these competing terms exist, which has recently led researchers and practitioners to increasingly apply (even more) general concepts such as "gaming" and "esports". A recommendation is not to interpret and use such terms literally, but to choose related terminology based on context and consistency.},
keywords = {Computer games, Concepts, Definitions, Digital games, Games, Video games},
pubstate = {published},
tppubtype = {other}
}
2021
Harviainen, J. Tuomas; Stenros, Jaakko
Central Theories of Games and Play Book Section
In: Vesa, Mikko (Ed.): Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity, pp. 20-39, Taylor & Francis, 2021, ISBN: 9780367321185.
Abstract | Links | Tags: Definitions, Game definitions, Rules, Theories of play
@incollection{Harviainen2021,
title = {Central Theories of Games and Play},
author = {J. Tuomas Harviainen and Jaakko Stenros},
editor = {Mikko Vesa},
doi = {10.4324/9780429316722},
isbn = {9780367321185},
year = {2021},
date = {2021-02-25},
booktitle = {Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity},
pages = {20-39},
publisher = {Taylor & Francis},
abstract = {This chapter reviews existing theories and frameworks of games, playfulness and play developed since the late nineteenth century. By understanding through various disciplines and approaches the principles of how humans relate to playing, it is possible to apply them to also organizational contexts in a fruitful manner.},
keywords = {Definitions, Game definitions, Rules, Theories of play},
pubstate = {published},
tppubtype = {incollection}
}
2020
Karhulahti, Veli-Matti
Computer Game as a Pragmatic Concept: Ideas, Meanings, and Culture Journal Article
In: Media, Culture & Society, vol. 42, iss. 3, pp. 471-480, 2020, ISSN: 0163-4437.
Abstract | Links | Tags: Cross-cultural concepts, Definitions, Games, Meaning, Philosophy, Social pragmatism
@article{Karhulahti2020,
title = {Computer Game as a Pragmatic Concept: Ideas, Meanings, and Culture},
author = {Veli-Matti Karhulahti},
url = {http://urn.fi/URN:NBN:fi:jyu-202003232496},
doi = {10.1177/0163443720907010},
issn = {0163-4437},
year = {2020},
date = {2020-04-01},
journal = {Media, Culture & Society},
volume = {42},
issue = {3},
pages = {471-480},
abstract = {This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existence of such objects as cross-cultural practical entities – less in terms of communication, media, and materiality, and more in terms of concrete actions and events that individuals across societies commence and conceptualize.},
keywords = {Cross-cultural concepts, Definitions, Games, Meaning, Philosophy, Social pragmatism},
pubstate = {published},
tppubtype = {article}
}
