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The Ludic Subject and the Ludic Self: Analyzing the ‘I-in-the-Gameworld’
Daniel Vella
Center for Digital Play
Research output
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Book / Anthology / Report / Ph.D. thesis
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Ph.D. thesis
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Dive into the research topics of 'The Ludic Subject and the Ludic Self: Analyzing the ‘I-in-the-Gameworld’'. Together they form a unique fingerprint.
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Keyphrases
Game World
100%
Selfhood
22%
Experiential Structures
22%
Subject Position
22%
Subjective Identity
22%
Player Experience
11%
Merleau-Ponty
11%
Martin Heidegger
11%
Player Engagement
11%
Phenomenology
11%
Being-in-the-world
11%
Otherness
11%
Formal Mechanisms
11%
Givenness
11%
Zahavi
11%
Ricoeur
11%
Husserl
11%
Game Representation
11%
Web of Relations
11%
Subject of Experience
11%
Investigative Approach
11%
Phenomenological Study
11%
Objects of Perception
11%
Subjective Experience
11%
First-order
11%
Sartre
11%
Player Actions
11%
Self-narrative
11%
Ludic Experience
11%
Arts and Humanities
Subjectivity
100%
Experiential
50%
Subjective
33%
Selfhood
33%
Esthetics
16%
Engagement
16%
Action
16%
Avatar
16%
Phenomenology
16%
Motion
16%
Being-in-the-world
16%
Otherness
16%
Husserls
16%
Martin Heidegger
16%
Subjective Experience
16%
Givenness
16%
Foregrounding
16%
Social Sciences
Theses
100%
Subjectivity
100%
Otherness
16%
Phenomenology
16%
Psychology
Subjectivity
100%
Selfhood
33%
Phenomenology
16%