Define real, Moron! : Some remarks on game ontologies

  • Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways.

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Metadaten
Author:Espen Aarseth
URN:urn:nbn:de:kobv:517-opus-49810
Document Type:Article
Language:English
Date of Publication (online):2011/05/18
Year of Completion:2011
Publishing Institution:Universität Potsdam
Release Date:2011/05/18
Source:Digarec Series, 06 (2011), S. 050 - 069
RVK - Regensburg Classification:AP 15963
RVK - Regensburg Classification:SU 500
Organizational units:Philosophische Fakultät / Institut für Künste und Medien
Dewey Decimal Classification:7 Künste und Unterhaltung / 79 Sport, Spiele, Unterhaltung / 793 Spiele und Freizeitaktivitäten für drinnen
Collections:Universität Potsdam / Schriftenreihen / DIGAREC Series, ISSN 1867-6227 / DIGAREC Series (2011) 06
Licence (German):License LogoKeine Nutzungslizenz vergeben - es gilt das deutsche Urheberrecht
Notes extern:
See video recording of this DIGAREC Keynote-Lecture under the title "Locating the Game in Computer Games: From Game Structure to Game Semantics" on:
Multimediaserver of the Potsdam University Library
[urn:nbn:de:kobv:517-mms-78-228-2]