4x Gamer as Myth: Understanding through Player Mythologies


Harrington Johnathan
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

In this paper, we shall argue that games, being textual systems, can be understood semiotically - signs, or units, are being constantly renegotiated within the game due to their ergodicity. However, the mythologies outside of them remain, leading to a potential discrepancy between what is and what is understood. An understanding of player mythologies can, on one hand, help us formulate a better systemic classification of these interactions, while on the other hand, help us escape the restrictions the mythologies they belong in pose.

 

Play: A Procrustean Probe


Tyler Tom
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

The brigand Procrustes dispatched his victims by stretching or trimming their bodies in order that they be made to fit his bed. Considered as a scientific theory, McLuhan’s four “laws of media” risk violating research in a dangerously Procrustean manner. Conceived as an exploratory probe, however, his “tetrad” can provide illuminating insights into the social and psychological effects of individual technologies. Applied to digital games, the tetrad reveals the particular ways in which this distinctive cultural form enhances diverse modes of play, obsolesces traditional television viewing, retrieves lost means of participation, and reverses into pervasive and persistent play. The tetrad helps us to situate play within the broader technological and cultural environment.