Gordon Calleja
Biographic Data
| ID | 124076 |
|---|---|
| NAME | Gordon Calleja |
| GIVEN NAMES | Gordon |
| FAMILY NAME | Calleja |
| SIGNATURE | CALLEJA G |
| AFFILIATIONS | IT University of Copenhagen |
| ORCID | 0000-0002-8562-3869 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 38 |
| AUTHOR COUNT | 8 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 3 |
Unboxed: Board Game Experience and Design
An in-depth exploration of the experience of playing board games and how game designers shape that experience. In Unboxed, Gordon Calleja explores the experience of playing board games and how game designers shape that experience. Calleja examines key aspects of board game experience—the nature of play, attention, rules, sociality, imagination, narrative, materiality, and immersion—to offer a theory of board game experience and a model for unders…
Emergent Narrative and Affect
Disclosure StatementNo potential conflict of interest was reported by the author(s).Additional informationNotes on contributorsGordon CallejaGordon Calleja is Associate Professor of Game Studies at the Institute of Digital Games at the University of Malta. He is author of In-Game:From Immersion to Incorporation (2011) and Unboxed: Board Game Experience and Design (2022), both by MIT Press. He is a game designer at Mighty Boards, a board game desi…
Ludic identities and the magic circle
s work has received renewed attention with the emergence and growth of Game Studies. An important aspect of Huizinga's explication of play is it's bounded nature. Like other cultural artefacts Huizinga describes in Homo Ludens (1955), the act of gameplaying requires the crossing of a boundary which marks the game from the ordinary world.
Playful Identities: The Ludification of Digital Media Cultures
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…
Immersion in Virtual Worlds
Virtual worlds are enabling experiences that were not previously available through other media. One such experience is the potential to have a sense of inhabiting the simulated spaces they offer, not just through the use of the player’s imaginative faculty, but also through the cybernetic circuit between player and machine. This phenomenon has been described by the terms “presence” and “immersion.” Although the two terms are used in various field…
In-Game: From Immersion to Incorporation
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's eng…
Digital Games and Escapism
Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games as opposite of seriousness and work and somehow set apart from the ordinary, everyday life. The …
Digital Game Involvement: A Conceptual Model
This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of th…
Digital Game Involvement: A Conceptual Model
This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of th…
Playful Identities: The Ludification of Digital Media Cultures
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…
Digital Games and Escapism
Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games as opposite of seriousness and work and somehow set apart from the ordinary, everyday life. The …
Digital Game Involvement: A Conceptual Model
This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of th…
Digital Games and Escapism
Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games as opposite of seriousness and work and somehow set apart from the ordinary, everyday life. The …
In-Game: From Immersion to Incorporation
An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's eng…
Immersion in Virtual Worlds
Virtual worlds are enabling experiences that were not previously available through other media. One such experience is the potential to have a sense of inhabiting the simulated spaces they offer, not just through the use of the player’s imaginative faculty, but also through the cybernetic circuit between player and machine. This phenomenon has been described by the terms “presence” and “immersion.” Although the two terms are used in various field…
Ludic identities and the magic circle
s work has received renewed attention with the emergence and growth of Game Studies. An important aspect of Huizinga's explication of play is it's bounded nature. Like other cultural artefacts Huizinga describes in Homo Ludens (1955), the act of gameplaying requires the crossing of a boundary which marks the game from the ordinary world.
Playful Identities: The Ludification of Digital Media Cultures
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital car…
Unboxed: Board Game Experience and Design
An in-depth exploration of the experience of playing board games and how game designers shape that experience. In Unboxed, Gordon Calleja explores the experience of playing board games and how game designers shape that experience. Calleja examines key aspects of board game experience—the nature of play, attention, rules, sociality, imagination, narrative, materiality, and immersion—to offer a theory of board game experience and a model for unders…
Emergent Narrative and Affect
Disclosure StatementNo potential conflict of interest was reported by the author(s).Additional informationNotes on contributorsGordon CallejaGordon Calleja is Associate Professor of Game Studies at the Institute of Digital Games at the University of Malta. He is author of In-Game:From Immersion to Incorporation (2011) and Unboxed: Board Game Experience and Design (2022), both by MIT Press. He is a game designer at Mighty Boards, a board game desi…
Digital Games and Media (8 works) · Computer Science (6 works) · Art (4 works) · Game design (3 works) · Game Developer (3 works) · Human–computer interaction (3 works) · Psychology (3 works) · Sociology (3 works) · Aesthetics (2 works) · Educational Games and Gamification (2 works)