オンラインで手にはいるビデオゲームの空間についての論文
Jun 28, 2011|ゲーム研究
吉田寛さんの論文とは多少ちがう関心から、ビデオゲームの空間について考えている。
〈空間〉概念自体が相当もんだいなので、語るまえに概念の整理と規定が必須だろうと思う。ぐぐったところ、空間の問題はけっこうちゃんと議論されているみたいで、まとめがいがありそう。
以下オンラインでとりあえず手にはいった空間絡みらしき論文です。すべてpdf。
- Fernández-Vara, C., J. P. Zagal, M. Mateas (2005) "Evolution of Spatial Configurations in Videogames". In Changing Views – Worlds in Play, Proceedings of DiGRA 2005 Conference.
- Stockburger, A. (2006) The Rendered Arena: Modalities of Space in Video and Computer Games. Degree awarded by the University of the Arts, London, Doctoral Thesis.
- McGregor, G. L. (2007) "Situations of Play Patterns of Spatial Use in Videogames". In Situated Play, Proceedings of DiGRA 2007 Conference.
- Gerosa, M., J. Grace-Dawson (2009) "Chronology and Historicization in Virtual Worlds and Video Games", E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 59-66.
- Siabra-Fraile, J. (2009) Manic Miner under the Shadow of the Colussus: a Semiotic Analysis of the Spatial Dimension in Platform Video Games", Computer Games between Text and Practice: E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 67-74.
- Wade, A. (2009) "Spatial Typologies of Games", Computer Games between Text and Practice: E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 75-80.
あと以下の本をぽちった。この人の時間論がわりとしっかりしてたので、ちょっと期待してる。
ついでに、さいきんpdfで落としたor読もうとしている空間絡みでない論文もリストしておきます。
- Aarseth, E., S. M. Smedstad, L. Sunnanå (2003) "A Multi-Dimensional Typology of Games". In Level-Up, Proceedings of DiGRA 2003 Conference.
- Catania, A. (2009) "Immersiveness and Manageability of Game Narratives", Computer Games between Text and Practice: E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 37-40.
- Esposito, N. (2005) "A Short and Simple Definition of What a Videogame Is". In Changing Views – Worlds in Play, Proceedings of DiGRA 2005 Conference.
- Gee, J. P. (2006) "Why Game Studies Now? Video Games: A New Art Form", Games and Culture, 1(1), 58-61.
- Lindley, C. A. (2005) "Story and Narrative Structures in Computer Games". In B. Bushoff (ed.), Developing Interactive Narrative Content: sagas/sagasnet reader. Munich: High Text.
- Lindley, C. A., M. Eladhari (2005) "Narrative Structure in TransReality RolePlaying Games: Integrating Story Construction from Live Action, Table Top and ComputerBased Role-Playing Games". In Changing Views – Worlds in Play, Proceedings of DiGRA 2005 Conference.
- Martin, B. (2007) "Should Videogames Be Viewed as Art?". In A. Clarke, G. Mitchell (eds.), Videogames and Art. Intellect Ltd.
- Myers, D. (2003) "The attack of the backstories (and why they won't win)". In Level-Up, Proceedings of DiGRA 2003 Conference.
- Myers, D. (2006) "Signs, Symbols, Games, and Play", Games and Culture, 1(1), 47-51.
- Nitsche, M. (2007) "Mapping Time in Video Games". In Situated Play, Proceedings of DiGRA 2007 Conference.
- Post, J. (2009) "Bridging the Narratology-Ludology Divide. The Tetris Case", Computer Games between Text and Practice: E|C Serie Speciale, Anno III, nn. 5, 2009, pp. 31-36.
- Sharp, P. (2007) "Peep-boxes to Pixels: An Alternative History of Video Game Space". In Situated Play, Proceedings of DiGRA 2007 Conference.
- Williams, D. (2006) "Why Game Studies Now?", Games and Culture, 1(1), 47-51.
- Wirman, H. (2007) "'I am not a fan, I just play a lot' – If Power Gamers Aren't Fans, Who Are". In Situated Play, Proceedings of DiGRA 2007 Conference.
上に挙げたのにも含まれてるけど、イタリアの記号論の学会(AISS, Associazione Italiana Studi Semiotici)のオンラインジャーナルが2009年にゲームの特集号を出していて、内容がいいかんじ。