Ludic Images : The Moving Image between Game, Play and Interaction

Dublin Core

Title

Ludic Images : The Moving Image between Game, Play and Interaction

Subject

playful images, digital games, interactive media, moving image, digital turn, game design, image cultures, computer graphics, Migration Studies, image science, immersion, media technologies, virtual images, Action-Images, Artificial Intelligence, AI, Charles S. Peirce, semiotics, perceptual studies, media theory, wargames

Description

»Ludic Images« explores the dynamic interplay of moving images, games, and interactive media. In the wake of the digital turn, playful and game-related aesthetics have emerged as central forces in shaping contemporary image cultures—from cinematic cut scenes and augmented reality games to virtual reality environments and mobile interfaces.
This volume investigates the technological, aesthetic, and narrative dimensions of ludic images, connecting game design, digital scenography, and interactive media practices with approaches from media theory, philosophy, art and design, perceptual studies, semiotics, computer graphics, and image science. By examining the sensory, cultural, and cognitive conditions of playful images, »Ludic Images« contributes to a deeper understanding of how games, interactivity, and digital imagery transform our modes of perception, narration, and participation in the postmodern image era.
Series: Yearbook of Moving Image Studies

Creator

Grabbe, Lars C.; Rupert-Kruse, Patrick; Schmitz, Norbert M.

Publisher

Büchner-Verlag

Date

2025

Rights

CC BY-SA 4.0

Format

PDF

Language

en

Type

Edited Book

Identifier

ISBN Print: 978-3-96317-438-4
ISBN PDF: 978-3-7552-1018-4
DOI: 10.14631/978-3-7552-1018-4

Book

Title

Ludic Images

Subtitle

The Moving Image between Game, Play and Interaction

Author/Editor

Grabbe, Lars C.; Rupert-Kruse, Patrick; Schmitz, Norbert M.

Publisher

Büchner-Verlag

Year Published

2025

Blurb

»Ludic Images« explores the dynamic interplay of moving images, games, and interactive media. In the wake of the digital turn, playful and game-related aesthetics have emerged as central forces in shaping contemporary image cultures—from cinematic cut scenes and augmented reality games to virtual reality environments and mobile interfaces.
This volume investigates the technological, aesthetic, and narrative dimensions of ludic images, connecting game design, digital scenography, and interactive media practices with approaches from media theory, philosophy, art and design, perceptual studies, semiotics, computer graphics, and image science. By examining the sensory, cultural, and cognitive conditions of playful images, »Ludic Images« contributes to a deeper understanding of how games, interactivity, and digital imagery transform our modes of perception, narration, and participation in the postmodern image era.

Keywords

playful images, digital games, interactive media, moving image, digital turn, game design, image cultures, computer graphics, Migration Studies, image science, immersion, media technologies, virtual images, Action-Images, Artificial Intelligence, AI, Charles S. Peirce, semiotics, perceptual studies, media theory, wargames

Series

Yearbook of Moving Image Studies

ISBN Print

978-3-96317-438-4

ISBN PDF

978-3-7552-1018-4

DOI

10.14631/978-3-7552-1018-4

Rights

CC BY-SA 4.0

Language

en

Type

Edited Book

Format

PDF

Citation

Grabbe, Lars C.; Rupert-Kruse, Patrick; Schmitz, Norbert M., “Ludic Images : The Moving Image between Game, Play and Interaction,” Büchner-Verlag Repositorium, accessed March 14, 2026, http://omeka.buechner-verlag.de/items/show/48.