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Espen Aarseth
Espen Aarseth
Chair Professor of Game Studies, City University of Hong Kong
Verified email at cityu.edu.hk - Homepage
Title
Cited by
Cited by
Year
Cybertext: perspectives on ergodic literature
EJ Aarseth
The Johns Hopkins University Press, 1997
7812*1997
Computer game studies, year one
E Aarseth
Game Studies 1 (1), 2001
14692001
Playing Research: Methodological approaches to game analysis
E Aarseth
Proceedings of the digital arts and culture conference, 28-29, 2003
1260*2003
Genre Trouble: Narrativism and the Art of Simulation
E Aarseth
First Person: New Media as Story, Performance and Game, ed. Wardrip-Furin …, 2004
1016*2004
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
E Aarseth, AM Bean, H Boonen, M Colder Carras, M Coulson, D Das, ...
Journal of behavioral addictions 6 (3), 267-270, 2017
842*2017
Allegories of space
E Aarseth
Cybertext Yearbook 2000, 152-71, 2001
6802001
A narrative theory of games
E Aarseth
Proceedings of the International Conference on the Foundations of Digital …, 2012
6252012
Nonlinearity and literary theory
EJ Aarseth
Hyper/text/theory, 51-86, 1994
595*1994
I fought the law: Transgressive play and the implied player
E Aarseth
From Literature to Cultural Literacy (2014), 180-188, 2007
497*2007
A weak scientific basis for gaming disorder: Let us err on the side of caution
AJ Van Rooij, CJ Ferguson, M Colder Carras, D Kardefelt-Winther, J Shi, ...
Journal of behavioral addictions 7 (1), 1-9, 2018
4112018
Game classification and game design: Construction through critical analysis
C Elverdam, E Aarseth
Games and culture 2 (1), 3-22, 2007
3782007
A Multi-Dimensional Typology of Games
E Aarseth, SM Smedstad, L Sunnanĺ
DiGRA 2003, 2003
3402003
Quest Games as Post-Narrative Discourse
E Aarseth
Narrative across media: The languages of storytelling, 361-376, 2004
2922004
Aporia and epiphany in Doom and The Speaking Clock: The temporality of ergodic art
E Aarseth
Cyberspace Texuality, 1999
2591999
Doors and perception: Fiction vs. simulation in games
E Aarseth
Intermédialités, 2007
2362007
Cybertext-Perspectives on Ergodic Literature
EJ Aarseth
Caleidoscópio: Revista de Comunicaçăo e Cultura, 2003
1492003
The Word Game: The Ontology of an Indefinable Object
E Aarseth, G Calleja
Foundations of Digital Games, 2015
1442015
The culture and business of cross-media productions
E Aarseth
Popular communication 4 (3), 203-211, 2006
1422006
From hunt the wumpus to everquest: introduction to quest theory
E Aarseth
International Conference on Entertainment Computing, 496-506, 2005
1302005
A Hollow World: World of Warcraft as Spatial Practice
E Aarseth
Digital culture, play, and identity: a World of Warcraft reader, 111, 2008
1232008
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