Just a Cyberplace The rules in videogames: between Ontology and Epistemology


Mosca Ivan
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

In this essay you will find a theory about the relation of videogames and rules. The analysis illustrates the Social Ontology Project founded by John Searle and introduces some new concepts, such as Gameframe, Cyberplace and Interactive Figmentum. After some theoretical arguments you will find a double grill to categorize player types regarding to rules.

 

Exploration in computer games — a new starting point


Egenfeldt-Nielsen Simon
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

Space, vast lands and dungeons… It is no coincidence that Space War and Adventure are among the best known of the first computer games. Both clearly appeal to the player’s curiosity, and desire to explore unknown territory. When exploration ceases, the game comes to a stop … For some time it has been clear to me that the importance of exploration has remained largely unexplored by game research. Sometimes it is used as a subset of a larger theory or analysis. However, I believe there are strong reasons for giving it more attention. The case I want to make in this paper is that exploration is an essential part of computer games. I will concentrate my argumentation on exploration as a basic drive for playing computer games. To achieve this I will look at exploration in computer games from two different perspectives: A player perspective and a system perspective. The argument is that each perspective is a different set of optics for the perception of the exploration of the game. The system perspective denotes the rules necessary to play a game, and the player’s exploration of them. The player perspective explains the phenomenological game experience, where meaning is central to the exploration. Succinctly, my argument will be as follows: All computer games start with the player building a state of tension (a conflict), which gradually subsides through the ongoing exploration of the game universe. A computer game is characterized by an ability to support different optics of explorative activities. The primary goal of this article is the description of those two sets of optics.

 

Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club


Jakobsson Mikael
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

In this study of a Swedish console game club I have looked at how the rules of the games are connected to the social and cultural aspects of the context that the games are played in. I have devoted special attention to the game Super Smash Bros. Melee and how different contexts of play have formed around this game, for instance the emergence of a professional smash scene and the polarization of console club members into smashers and anti-smashers. My conclusion is that the idea that rules can play a core role in defining a game without the need to take the situated aspects of play into account is problematic. Rules do not inherently belong to the formal aspects of games. Even at the most fundamental level, rules are influenced by, and affect, the social and cultural aspects of the gaming context.

 

Framing Games


Waern Annika
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

In this article, I revisit the everlasting question of what constitutes a game. My purpose is to arrive at a permissive definition that can serve to bridge digital and non-digital game studies. The way I approach the issue is through eliciting the qualities of games for which I believe game studies provides appropriate tools. The article centres on the idea that games are systems, which have been designed to be played or evolved within a play practice. I use previous literature to carefully examine what is required from a game system, as well as what signifies play in relationship to other human activities. The strength of game studies is that it has developed ways to understand how these two aspects are interrelated - how play is shaped by systems, and how systems need to be constructed to support play.