University of Central Florida
Games and Interactive Media
In this proposal, we present the idea of eXeMbeLlishment, or leveraging the power of the eXtensible Markup Language (XML) to assign meaningful and transcendental metadata to digital stories. We begin this paper by discussing the history... more
Digital ethnography is an approach to presenting real-world cultures using the features of digital environments and techniques of narrative. Digital ethnography projects exploit the computational and expressive power of new media to allow... more
Reviewed by Natalie M. Underberg In Just Above the Water: Florida Folk Art, Kristin G. Congdon and Tina Bucuvalas survey the rich diversity of folk art in Florida. More than an encyclopedic compendium of fieldwork data on folk art, the... more
Andean culture and folklore is an interesting topic that should be explored and valued by other cultures. Unfortunately, it is difficult to explain the intricacies of the differences between the culture of the Andean people and that of... more
This article presents insights from digital heritage and digital storytelling scholarship and practice to address the question, “How can heritage materials be presented online or through other digital formats in a useful and engaging... more
This article explores the potentials and challenges of employing digital and interactive media as part of the research-design process. The Portal to Peru project features an online exhibition of Andean textiles, focusing on the work of... more
This paper outlines the concept of agency in interactive narratives and focuses on the video game Silent Hill 2 as a successful example that defies the very concept. In what ways agency was deemed as an essential part in interactive... more
This paper summarizes the novel literary concepts that has risen with technology and outlines the basic principles that construct the core of interactive narratives, cybertexts and hypertexts. It is aimed to determine the factors that... more
Milyonlarca kişi tarafından ulaşılabilen, tecrübe edilebilen ve birlikte yazılan sanal dünyaların kendisi de yakın tarihe kadar bir bilim kurgu ürünüydü. Son on sene içinde video oyunları ve bağlantı teknolojilerinin geldiği son nokta bu... more
Bu çalışma dijital avatarların iletişimdeki rollerini iki farklı şekilde ele almaktadır. İlk bölümde avatarların kullanıcıları için ne tarz anlamlar taşıdığı tartışılmaktadır. Bu soruya yanıt vermek için Saussure ve Lacan’ın semiyotik... more
Edebiyatın İzinde: Fantastik ve Bilimkurgu
Editörler: Seval Şahin, Banu Öztürk ve Didem Ardalı Büyükarman
s.211-220
Bağlam Yayınevi, İstanbul
Editörler: Seval Şahin, Banu Öztürk ve Didem Ardalı Büyükarman
s.211-220
Bağlam Yayınevi, İstanbul
This study tries to explain the role of digital avatars for communication in two distinct ways. In the first part it debates what kinds of meanings avatars have for their users. To answer this question based on semiotic theories of... more
Various recent research on online avatars debated their authenticity in terms of representing the individuals that manage them. Seemingly users would construct an enhanced or idealized presence of themselves online, yet fail to realize... more
Diversos estudos recentes sobre avatares online abordam a sua autenticidade em termos da representação das pessoas que os gerem. Supostamente, os utilizadores construirão uma presença melhorada ou idealizada de si mesmos online, sem... more
This chapter enhances the dyadic gain-loss concept by presenting findings of a research project on uncovering whether the efficiency component of gamification could be better attained by balancing a shift from gain to loss, or completely... more
This study analysis and creates an up-to-date snapshot of the utilization of Istanbul in video games and compare these representations from the gazes of the local producers and the foreign productions (the others). In relation with the... more
Bu çalışma video oyunlarının toplumsal ve politik değişim için potansiyellerinin daha doğru okunmasını amaçlayan bir sınıflandırma önermektedir. Daha önce oyunların bu potansiyellerini ortaya koyan çalışmalar yapılmış ancak, oyunların... more
This chapter applies the concepts of regulatory focus and regulatory fit into gaming structures and articulates their effects especially inside massively multiplayer games to understand the behaviour of players inside gaming structures,... more