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  1. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the (...)
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  • Trends and Advances in Education and Management in Africa.Kanu Ikechukwu Anthony - 2021 - Maryland, NY 12116, USA: Association for the Promotion of African Studies (APAS).
    Trends and advances in Education and Management in Africa.
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  • Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...)
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  • The relation between interaction aesthetics and affordances.Ioannis Xenakis & Argyris Arnellos - 2013 - Design Studies 34 (1).
    Even though aesthetics and affordances are two important factors based on which designers provide effective ways of interaction through their artifacts, there is no study or theoretical model that relates these two aspects of design. We suggest a theoretical explanation that relates the underlying functionality of aesthetics, in particular, of interaction aesthetics and of affordances in the design process. Our claim is that interaction aesthetics are one among other factors that allow users to enhance the detection of action possibilities and (...)
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  • The symbolic usage of stone beyond its function as a construction material: Example of residential architecture in Iraqi Kurdistan.Rafooneh M. Sani & Sardar S. Shareef - 2021 - Semiotica 2021 (238):37-59.
    This study examines the symbolic use of stone beyond its basic function as a construction material in architecture. It investigates the meaning of stone using Iraqi Kurdistan residential architecture as a case study. The theoretical framework of the study is developed through the content analysis method, by applying Hershberger’s basic model of meaning, and by exploring Krampen’s writings on semiotics in architecture. The relevant theoretical framework was tested through systematic physical observation of selected houses in Iraqi Kurdistan and by using (...)
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