Playing as Travelling: At the Border of Leisure and Learning


Bjarnason Nökkvi Jarl
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

The aim of this article is to develop an interpretive framework based on the concept of travel, exploring the limits of play as a meaningful activity. By comparing how the concept of travel has been applied to literature and cinema, it becomes possible to discern how the interest of gameplay and travel can be said to align in novel ways, reconceptualising relatively immobile players as moving travellers and assigning them stake in the transformative properties often attributed to travel. It will be held that modern perspectives on travel share an affinity with the medium of games as a venue for action and that this element of games, in turn, generates a sense of presence relative to travel. Examining this intersection, situates the study of games at the borders of leisure and learning, challenging traditional divisions between leisure and selfcultivation, all the while engaging with games as a part of wide-ranging cultural phenomena.

 

Good Game Feel: An Empirically Grounded Framework for Juicy Design


Hicks Kieran Dickinson Patrick Holopainen Jussi Gerling Kathrin
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

Juicy design refers to the idea that large amounts of audiovisual feedback contribute to a positive player experience. While the concept is popular in the game design community, definitions of the concept remain vague, and it is difficult to analyze which elements contribute to whether a game is perceived as juicy. In this paper, we address this issue through a combination of industry perspectives and academic analysis to provide a more detailed understanding of contributors to juicy design. We present results from an online survey that received responses from 17 game developers, and create an affinity diagram to derive a framework that facilitates the analysis of juicy design rooted in developers’ perspectives. Through application to two commercially available games, we refine the framework, and contribute a tool that makes the idea of juiciness actionable for researchers and designers.

 

Playing with History’s Otherness. A framework for exploring historical games


Cruz Martínez Manuel Alejandro
2016 DiGRA/FDG ’16 – Proceedings of the 2016 Playing With History Workshop

In this paper, I present a provisional framework for analysing and exploring historical games based on identity/alterity theorizations. Using this approach, I situate history in different roles exploring multiple dimensions of identity/alterity. I propose an application of these dimensions to analyse how games represent historical themes and convey specific discourses. I will argue that similar frameworks that aim to deconstruct history are pertinent tools for exploring the medium’s potential as they allow deeper insights on historical representations and unveil new designing perspectives. In this sense, I use this approach to identify unique characteristics of games that could challenge specific discourses, adventuring how games can add further historical reflections, reaching creative and critical interpretations of the past. While the framework presented here requires further development, I hope this paper will encourage debate on the applicability of critical approaches as tools for the design of subversive historical games.

 

The Similar Eye: Proxy Life and Public Space in the MMORPG


Oliver Julian Holland
2002 Computer Games and Digital Cultures Conference Proceedings

Despite offering themselves as universes vastly alternative to our own, the majority of 3D Massively Multiplayer Online Role Playing Games work to a strict profi le of reward systems which serve to group players and places around sets of action types. In contradiction to the promised inexhaustibility of a "VR," today's MMORPGs are designed and held together by amplified constructions of passage rights, role archetypes, resource management and the threat of death. Yet MMORPGs are by far the preferred "virtual" experience today. Statistics are revealing ongoing and consistent growth in MMORPG gaming. We are seeing MMORPGs succeed as busy cultural landscapes within a network infrastructure originally designed to support transfer of scientific papers, a framework often criticized for being too pointillistic in nature to support the complex needs of human interaction (let alone “public space”). Generations of scholars and artists have dedicated plenty of thought to what constitutes public space, so just what makes us believe that some game developers can even come close to manifesting it in a virtual setting? This paper illustrates how and why we must begin to think of the MMORPG as a public space. More importantly it provides tools for thinking how this rich platform for human interaction is actually produced.

 

Play’s the Thing: A Framework to Study Videogames as Performance


Fernández-Vara Clara
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

Performance studies deals with human action in context, as well as the process of making meaning between the performers and the audience. This paper presents a framework to study videogames as a performative medium, applying terms from performance studies to videogames both as software and as games. This performance framework for videogames allows us to understand how videogames relate to other performance activities, as well as understand how they are a structured experience that can be designed. Theatrical performance is the basis of the framework, because it is the activity that has the most in common with games. Rather than explaining games in terms of ‘interactive drama,’ the parallels with theatre help us understand the role of players both as performers and as audience, as well as how the game design shapes the experience. The theatrical model also accounts for how videogames can have a spectatorship, and how the audience may have an effect on gameplay.