Videogames represent what may be the current apotheosis, and certainly most widely available implementation, of high-level human-computer interaction. As such, they must be viewed as a paradigmatic emblem of the new media. This article presents findings from two longitudinal studies that highlight the analytical and methodological weaknesses of the (sparse) extant scholarly studies of the medium, and calls for a more sensitive approach to investigating and interpreting the composition of the interactive experience of videogame play. The article offers an integrative model describing the complex of dialectical relationships and interactions between previously discrete concepts and constructs of player, system and gameworld.
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James R. Newman (2002) studied this question.
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