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Playing with Virtuality

Theories and Methods of Computer Game Studies

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Edited By Benjamin Bigl and Sebastian Stoppe

Computer games have fascinated millions of users for more than 30 years. Today, they constitute the strongest sector in the media-entertainment industry and are part of the experience of digital daily life. Computer Game Studies require a deep understanding of functional and communicational mechanisms of games that support the player’s immersion in virtual worlds. Unfortunately, the discussion and the academic research about usage and effects of computer games mostly takes place isolated within different scientific contexts with various theoretical and methodological approaches. Therefore, this anthology combines the perspectives of Media Studies, Game Studies, and Communication Studies, and presents their findings in an interdisciplinary approach.

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CHAPTER 3: GAMES SPACES

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CLAUS WOHLGEMUTH 202 Gackenbach, J.I. (2008). Video game play and consciousness development: A transpersonal perspective. Journal of Transpersonal Psychology, 40(1), 60-87. Griffiths, M. D. & Ortiz de Gortari, A.B. (2011). An Introduction to Game Transfer Phenomena in Video game playing. In J. Gackenbach (Ed.) Video Game Play and Consciousness. New York: Nova Science. Huizinga, J. (1938). Homo Ludens: Vom Ursprung der Kultur im Spiel. Hamburg: Rowohlt (21st edition). Jørgensen, K. (2009). „I’m overburdened!“ An Empirical Study of the Player, the Avatar, and the Gameworld. In Proceedings from DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Brunel University, London, UK. (Retrieved March 1st, 2012). Klevjer, R. (2007). What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Ph.D. Dissertation. Department of Information Science and Media Studies, University of Bergen. (Retrieved March 6th, 2012). Linderoth, J. (2005). Animated game pieces, Avatars as roles, tools and props. Paper presented at the Aesthetics of Play Conference, University of Bergen, Norway. (Retrieved March 9th , 2012). Lynch, M.F., Murayama, K., Przybylski, A.K., Ryan, R.M. & Weinstein, N. (2011). The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be. Psychological Science 23 (69), 1-8. Yee, N. & Bailenson, J. (2007). The Proteus Effect: The effect of transformed self- representation on behavior. Human Communication Research, 33(3), 271-290. Literature for quick access Courtois, C., de Marez, L., de Vocht, M. & van Looy, J. (2012). Player iden- tification in online games: Validation of a Scale for...

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