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Eludamos: Journal for Computer Game Culture

Research5 reports · 165 articles

Open-access peer-reviewed journal on computer game culture, published since 2007 (now via Septentrio Academic Publishing).

Documents

Cover of Real Player Manifesto
Report10 pages

Real Player Manifesto

This document, titled "Real Player Manifesto" and published in the journal Veludamos in 2007, proposes a new research discipline called Ludics, which treats play and games as a methodology for artistic and scholarly inquiry.

  • The 2007 manifesto "Real Player Manifesto" in the journal Veludamos proposes Ludics, a new interdisciplinary research discipline treating play and games as a methodology for artistic and scholarly inquiry.
  • Its central thesis is that games should extend beyond the screen into everyday life, defining a "Real Player" as someone who treats common reality as a game engine and engages with it playfully and critically.
  • Ludics is positioned as a second-order practice distinct from ludology and narratology, blending game studies with avant-garde traditions such as Pataphysics, the Oulipo group, and the Situationists.
Eludamos: Journal for Computer Game CultureMay 2007
Cover of On the Liberation of Space in Computer Games
Article

On the Liberation of Space in Computer Games

This article, published in the 2007 inaugural issue of the Journal for Computer Game Culture, argues that the growing popularity of massively multiplayer online role-playing games (MMORPGs) stems largely from new spatial concepts that allow players to construct space collaboratively through communication.

  • The article argues that MMORPG popularity stems largely from new spatial concepts that let players construct space collaboratively through communication, reflecting a shift in game design from an object-centred, Euclidean 'container' view of space toward a relational understanding.
  • Drawing on sociology of space and planning theory, the author claims game design is following the trajectory of urban planning, in which multiple overlapping meanings and experiences coexist within a space.
  • Earlier games such as Spacewar, Pac-Man, Wolfenstein 3D, Doom and Quake treated space as a deterministic structure channelling player action, often through linear, one-way labyrinths and predefined progression.
Eludamos: Journal for Computer Game CultureMay 2007