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Open AccessProceedings Article

What We Talk About When We Talk About Game Aesthetics

TLDR
Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions the authors make when they write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.
Abstract
Digital games are commonly described as phenomena that combine aesthetic, social and technological elements, yet our understanding of the aesthetic element of games and play is perhaps the least developed of all. All too often, an aesthetics perspective within game studies and design discourses is relegated to a marginal role, by conflating game aesthetics with graphics and “eye candy,” or by limiting aesthetic discussion to graphic style analysis or debates on the question “are games art?” Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions we make when we write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.

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What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?

TL;DR: In this article, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analyzed, and machine learning algorithms were used to build systems for automatically discriminating between four emotional states, two levels of arousal andTwo levels of valence.
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Success factors for serious games to enhance learning: a systematic review

TL;DR: Examining existing academic literature from 2000 to 2015 is examined, extracting shared serious game success factors that have had an encouraging impact on gameful learning experiences and presents the factors as practical guidelines that serious games producers should strive to include in their game productions.
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Continuous Recognition of Player's Affective Body Expression as Dynamic Quality of Aesthetic Experience

TL;DR: This paper investigated the possibility of automatically recognizing the emotional expressions conveyed by the player's body movement in a Nintendo sport game and showed that the automatic recognition system achieved recognition rates comparable to human observers' benchmarks.
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Gamification: What it is, and how to fight it

TL;DR: In this paper, the authors distinguish between two types of gamification: gamification-from-above, involving the optimization and rationalizing of work practices by management; and gamification from below, a form of active resistance against control at work.
References
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Book

Homo Ludens: A Study of the Play-Element in Culture

TL;DR: The sociology of culture seeks to locate the world of the arts within the broader context of the institutions and ideology of society as mentioned in this paper, where the authors present a wide-ranging set covering the sociology of dance, literary taste and cinema.
Book

Rules of Play: Game Design Fundamentals

TL;DR: This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games.
Book

Half-Real: Video Games between Real Rules and Fictional Worlds

Jesper Juul
TL;DR: In this paper, the authors argue that a video game is half-real: we play by real rules while imagining a fictional world, and we win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game.