Now showing items 1-16 of 16

    • Bringing the imaginary back into play 

      Gazzard, Alison (2011-11)
      The term ‘ludic’ can be linked to many aspects of play and games, but what does it mean to be playful? Using examples of various augmented reality game, this paper will examine the role of mimicry in play as a way of ...
    • Changing places : Warping between perspectives 

      Gazzard, Alison (2010-12)
      The warp device is commonly applied as a design feature within videogames. It allows the player's avatar to be transported through the gameworld changing the relationship with the gamespace. Moving the avatar through the ...
    • Datalogging the landscape 

      Gazzard, Alison (Revolver Publishing, 2010)
      The natural world allows us to leave our mark through the footsteps we make in the sand, and through the wearing of the turf as we create short cuts to our destinations. It is these individual, unique distinctions that ...
    • Grand theft algorithm: purposeful play, appropriated play and aberrant players 

      Gazzard, Alison (ACM Press, 2008)
      This paper explores ideas about 'appropriated play' within computer games. It identifies different forms of 'purposeful' and 'aberrant' playing and proposes a model of players' motivations. This will enable a discussion ...
    • Locating the local/mapping the network 

      Gazzard, Alison (2011-11)
      Eric Gordon (2009) writes of “network locality – the experience of interacting with located data within the perceived infinity of global access” (p. 22). The smartphone, alongside the rise of digital mapping systems such ...
    • Location, location, location : Collecting space and place in mobile media 

      Gazzard, Alison (2011)
      Finding our way between places, through spaces, has been documented using various techniques of mapping. Maps are often thought of as products that allow us to find our way between places. However, they have various other ...
    • Maps of Time : exploring the rhythms of a mediated world 

      Gazzard, Alison; French, Michaela (2013-06-06)
    • Mazes in Videogames : meaning, metaphor and design 

      Gazzard, Alison (McFarland, 2013-04-17)
      From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their ...
    • Moving through space : The paths of the videogame 

      Gazzard, Alison (ACM Press, 2008)
      In the way that stories are constructed the screen space of film and of computer games are related but not identical. Games do not simply replicate cinematographic use of space or movement to construct the many interwoven ...
    • Player as parent, character as child : Understanding avatarial relationships in gamespace 

      Gazzard, Alison (ACM Press, 2010)
      It has been theorised that avatars allow for an embodied interaction between the player and the character they are controlling onscreen. This has been discussed through the avatar being an extension of the player's actions, ...
    • Playing in a virtual world : Exploration and aspects of play 

      Gazzard, Alison (Institute of Electrical and Electronics Engineers (IEEE), 2007)
      My research is concerned with 'explorable virtual worlds', usually those that are 'artworks, dealing with aesthetic and affective domains. Whilst developing theoretical enquiries I have come across a number of issues of ...
    • (Re-)positioning the senses : Perceptions of space in 3D gameworlds 

      Gazzard, Alison (2011)
      In his chapter titled ‘Allegories of Space’ Espen Aarseth states that, “[c]omputer games are essentially concerned with spatial representation and negotiation” (Aarseth 2001, 154). By playing a videogame, the player has ...
    • Repetition and Ritual Logic in Videogames 

      Gazzard, Alison; Peacock, Alan (2012-03-02)
      By moving away from a model of ritual that focuses on magic and fantasy worlds, this article seeks to broaden the discussion of ritual actions, performances, and objects in first- and third-person video games. Ritual will ...
    • Teleporters, tunnels & time : Understanding warp devices in videogames 

      Gazzard, Alison (Digital Games Research Association, 2009)
      The warp is a device that reframes notions of time and space. It is a common cultural artefact, one that audiences have come to recognise and believe in through various media. We accept the bed in Bedknobs and Broomsticks, ...
    • Unlocking the gameworld : The rewards of space and time in videogames 

      Gazzard, Alison (2011-02)
      Videogames are a time-based medium. It is through the condition of time that many game reward systems are designed around the collection of points, achieving high-scores and beating the clock. In relation to time, videogames ...