No-one Plays Alone
@article{Bateman2017NoonePA, title={No-one Plays Alone}, author={Chris Bateman}, journal={Trans. Digit. Games Res. Assoc.}, year={2017}, volume={3} }
The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player…
5 Citations
Five millennia of player practices
- Art
- 2017
What can we learn about play by examining it from a historical perspective? Using Foucault’s archaeological methods to examine the history of player practices in terms of their artefacts, a series of…
Designing a Digital Roleplaying Game to Foster Awareness of Hidden Disabilities
- Psychology
- 2020
On Fighting Shadows (OFS) is a two-dimensional roleplaying game that tells the story of Marvin, a young adult that experiences hidden disabilities, focusing on hydrocephalus and its possible mental…
The Process of Moral Decision-Making in a Game-Based Narrative Scenario through the Experience of Future Government Workers
- Psychology
- 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants…
GFI: A Formal Approach to Narrative Design and Game Research
- ArtICIDS
- 2020
Through GFI, the GFI framework is inductively developed to address the MDA framework’s shortcomings as a lens and tool for modeling games, making it easier for researchers and practitioners to decompose, study, and design a broad class of game artifacts.
Interactive Storytelling: 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, Bournemouth, UK, November 3–6, 2020, Proceedings
- ArtICIDS
- 2020
This paper presents a design case, Letters to José, to contribute to the body of works in tangible storytelling, and identifies a critical design category – artifacts for storytelling – whose characteristics and roles in an interactive narrative system are discussed.
References
SHOWING 1-10 OF 61 REFERENCES
Empirical Game Aesthetics
- Art
- 2014
This chapter traces the development of player satisfaction models as illustrative of both the methods available for empirical game aesthetics and the problems inherent to the approaches researchers pursued in this area.
I Fought the Law: Transgressive Play and The Implied Player
- ArtDiGRA Conference
- 2007
This paper will go beyond the traditional split between the social sciences’ real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game’s human components.
Aesthetic Theory and the Video Game
- Art
- 2014
Aesthetic Theory and the Video GameGraeme KirkpatrickNew York: Manchester University Press, 2011. Images, bibliography, index. 247 pp. $25.95 cloth. ISBN: 9780719077180 Graeme Kirkpatrick's study of…
Five millennia of player practices
- Art
- 2017
What can we learn about play by examining it from a historical perspective? Using Foucault’s archaeological methods to examine the history of player practices in terms of their artefacts, a series of…
Half Real: Video Games between Real Rules and Fictional Worlds – Jesper Juul
- Art
- 2006
In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games and presents a classic game model, which describes the traditional construction of games and points to possible future developments.
Fiction denial and the liberation of games
- Art
- 2013
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats the videogame as a unique form that must be approached differently from the ways other media are…
Go Figure: A Path through Fictionalism
- Philosophy
- 2001
There is the following predicament. One, we find ourselves uttering sentences that seem on the face of it to be committed to so-and-so's – sentences that could not be true unless so-and-so's existed.…
The Aesthetic Motives of Play
- Art, Psychology
- 2016
Why do people enjoy playing games? The answer, in its most general form, is that there are aesthetic pleasures offered by games and other play experiences that meet powerful and profound human and…
Rules of play: game design fundamentals
- Art
- 2003
This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games. Also included are concepts, strategies,…
The Child's Conception of the World
- Psychology
- 1929
A milestone of child psychology, The Child's Conception of the World explores the ways in which the reasoning powers of young children differ from those of adults. What conceptions of the world does…