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What do we learn when we change the way we play? Augmenting the computer gameplay experience
THESIS

, York University , Canada

York University . Awarded

Abstract

Non-portable video games are conventionally played on one of two technological platforms: the console and the personal computer. Yet, the latter invites us to change the hardware and software elements of the platform, granting the ability to change the way that we experience and know the games we play and effectively permitting a reconstruction of the narrative that players develop about their gameplay experiences. Through the use of pilot focus group research, this paper inquires as to what a player learns by interfacing with the computer one is playing a game on via the use and mandatory and voluntary manipulation of a computer's hardware, software and other interstitial elements; effectively looking at video game research from a functional perspective that has yet to be dealt with at length in current ludological research.

Citation

Bojin, N.A. What do we learn when we change the way we play? Augmenting the computer gameplay experience. Master's thesis, York University. Retrieved April 19, 2019 from .

This record was imported from ProQuest on October 23, 2013. [Original Record]

Citation reproduced with permission of ProQuest LLC.

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Keywords