L J Larsen
Biographic Data
| ID | 29304 |
|---|---|
| NAME | L J Larsen |
| GIVEN NAMES | L J |
| FAMILY NAME | Larsen |
| SIGNATURE | LARSEN L J |
| AFFILIATIONS | University of Southern Denmark |
| ORCID | 0000-0001-6765-6811 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 15 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
Gameplay 2.0: Toward a New Theory
The aim of this article is to present an updated version of our previous theory of gameplay. “Gameplay” is a term often used without a clear definition or consistent application. In this article, we propose categorizing gameplay into three distinct yet interconnected layers: the first emphasizing temporality, the second highlighting spatiality, and the third pinpointing emotion as anchor point. Our model and understanding are influenced by the ph…
The Orc—Playing the “Wholly Other”: Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft
While the complicated scheme of the philosophical sublime may at first hand seem mere platitude when brought to life in computer games, this article claims that the action/adventure game World of Warcraft wedges open a space in which to operate the sublime and navigate radically “other” subjectivities. The hypothesis is that the assembly of fantastic elements in World of Warcraft duplicates the Kantian sublime while at the same time commenting up…
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play
This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize …
The Ontology of Gameplay: Toward a New Theory
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent complexities and convoluted layers of play and game which exist in the playing of a game. The theory is inspired by phenomenology and Martin Heidegger's concept of Dasein. We do not intent to resolve the paradox that gam…
Play and Gameful Movies: The Ludification of Modern Cinema
The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two noninteractive cinematic areas-playful aesthetics and gameful narratives. Ludification is usually associated with the construction of ludic identities and cultural practices in the usage of new media or with application of game elements in nongame contexts known as gamification. This overlooks, on the one hand, the in…
Play and space - towards a formal definition of play
The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being-in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this …
Play and space - towards a formal definition of play
The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being-in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this …
Play and Gameful Movies: The Ludification of Modern Cinema
The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two noninteractive cinematic areas-playful aesthetics and gameful narratives. Ludification is usually associated with the construction of ludic identities and cultural practices in the usage of new media or with application of game elements in nongame contexts known as gamification. This overlooks, on the one hand, the in…
The Ontology of Gameplay: Toward a New Theory
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent complexities and convoluted layers of play and game which exist in the playing of a game. The theory is inspired by phenomenology and Martin Heidegger's concept of Dasein. We do not intent to resolve the paradox that gam…
Play and space - towards a formal definition of play
The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being-in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this …
Play and Gameful Movies: The Ludification of Modern Cinema
The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two noninteractive cinematic areas-playful aesthetics and gameful narratives. Ludification is usually associated with the construction of ludic identities and cultural practices in the usage of new media or with application of game elements in nongame contexts known as gamification. This overlooks, on the one hand, the in…
The Ontology of Gameplay: Toward a New Theory
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent complexities and convoluted layers of play and game which exist in the playing of a game. The theory is inspired by phenomenology and Martin Heidegger's concept of Dasein. We do not intent to resolve the paradox that gam…
The Orc—Playing the “Wholly Other”: Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft
While the complicated scheme of the philosophical sublime may at first hand seem mere platitude when brought to life in computer games, this article claims that the action/adventure game World of Warcraft wedges open a space in which to operate the sublime and navigate radically “other” subjectivities. The hypothesis is that the assembly of fantastic elements in World of Warcraft duplicates the Kantian sublime while at the same time commenting up…
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play
This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize …
Gameplay 2.0: Toward a New Theory
The aim of this article is to present an updated version of our previous theory of gameplay. “Gameplay” is a term often used without a clear definition or consistent application. In this article, we propose categorizing gameplay into three distinct yet interconnected layers: the first emphasizing temporality, the second highlighting spatiality, and the third pinpointing emotion as anchor point. Our model and understanding are influenced by the ph…
Computer Science (6 works) · Digital Games and Media (5 works) · Artificial Intelligence in Games (4 works) · Sociology (4 works) · Art (3 works) · Educational Games and Gamification (3 works) · Epistemology (3 works) · Philosophy (3 works) · Psychology (3 works) · Aesthetics (2 works)