@article{Aarseth2011, author = {Aarseth, Espen}, title = {Define real, Moron!}, series = {DIGAREC Series}, journal = {DIGAREC Series}, number = {6}, issn = {1867-6219}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-49810}, pages = {50 -- 69}, year = {2011}, abstract = {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.}, language = {en} } @book{AarsethManovichMaeyraeetal.2011, author = {Aarseth, Espen and Manovich, Lev and M{\"a}yr{\"a}, Frans and Salen, Katie and Wolf, Mark J. P.}, title = {DIGAREC Keynote-Lectures 2009/10}, editor = {G{\"u}nzel, Stephan and Liebe, Michael and Mersch, Dieter}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-115-8}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-49780}, publisher = {Universit{\"a}t Potsdam}, pages = {159}, year = {2011}, abstract = {The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans M{\"a}yr{\"a} (University of Tampere), and Lev Manovich (University of Southern California, San Diego).}, language = {de} } @book{Aarseth2009, author = {Aarseth, Espen}, title = {Locating the Game in Computer Games : from game structure to game semantics : Ringvorlesung 2009-12-03}, publisher = {Univ. Potsdam}, address = {Potsdam}, year = {2009}, abstract = {The talk will focus on a few central problems in Game Studies: The question of where to locate game meaning, game defintions and how to avoid them, and the conundrum of games vs stories. In all these problems, the choice of ludic perspective (e.g. are games artifacts, systems or activities?) limits our ability to discuss games across disciplinary boundaries. What is needed is a metaperspective that will offer the field a chance to move on.}, language = {en} } @inproceedings{MoeringAarseth2020, author = {M{\"o}ring, Sebastian and Aarseth, Espen}, title = {The game itself?}, series = {International Conference on the Foundations of Digital Games (FDG '20)}, booktitle = {International Conference on the Foundations of Digital Games (FDG '20)}, publisher = {ACM}, address = {New York}, doi = {10.1145/3402942.3402978}, pages = {1 -- 8}, year = {2020}, abstract = {In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.}, language = {en} } @inproceedings{MoeringAarseth2020, author = {M{\"o}ring, Sebastian and Aarseth, Espen}, title = {The game itself?}, series = {International Conference on the Foundations of Digital Games (FDG '20)}, booktitle = {International Conference on the Foundations of Digital Games (FDG '20)}, publisher = {ACM}, address = {New York}, doi = {0.1145/3402942.3402978}, pages = {1 -- 8}, year = {2020}, abstract = {In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis.}, language = {en} }