@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} } @article{MoeringdeMutiis2019, author = {M{\"o}ring, Sebastian and de Mutiis, Marco}, title = {Camera Ludica}, series = {Intermedia games - Games inter media : Video games and intermediality}, journal = {Intermedia games - Games inter media : Video games and intermediality}, publisher = {Bloomsbury academic}, address = {New York}, isbn = {978-1-5013-3051-3}, pages = {69 -- 93}, year = {2019}, language = {en} } @article{MoeringLeino2016, author = {M{\"o}ring, Sebastian and Leino, Olli}, title = {Beyond games as political education - neo-liberalism in the contemporary computer game form}, series = {Journal of gaming \& virtual worlds}, volume = {8}, journal = {Journal of gaming \& virtual worlds}, publisher = {Intellect Ltd.}, address = {Bristol}, issn = {1757-191X}, doi = {10.1386/jgvw.8.2.145_1}, pages = {145 -- 161}, year = {2016}, abstract = {This article introduces the juxtaposed notions of liberal and neo-liberal gameplay in order to show that, while forms of contemporary game culture are heavily influenced by neo-liberalism, they often appear under a liberal disguise. The argument is grounded in Claus Pias' idea of games as always a product of their time in terms of economic, political and cultural history. The article shows that romantic play theories (e.g. Schiller, Huizinga and Caillois) are circling around the notion of play as 'free', which emerged in parallel with the philosophy of liberalism and respective socio-economic developments such as the industrialization and the rise of the nation state. It shows further that contemporary discourse in computer game studies addresses computer game/play as if it still was the romantic form of play rooted in the paradigm of liberalism. The article holds that an account that acknowledges the neo-liberalist underpinnings of computer games is more suited to addressing contemporary computer games, among which are phenomena such as free to play games, which repeat the structures of a neo-liberal society. In those games the players invest time and effort in developing their skills, although their future value is mainly speculative - just like this is the case for citizens of neo-liberal societies.}, language = {en} } @article{MoeringLeino2016, author = {M{\"o}ring, Sebastian and Leino, Olli Tapio}, title = {Beyond games as political education}, series = {Journal of Gaming \& Virtual Worlds}, volume = {8}, journal = {Journal of Gaming \& Virtual Worlds}, number = {2}, publisher = {Intellect}, address = {Bristol}, issn = {1757-191X}, doi = {10.1386/jgvw.8.2.145_1}, pages = {145 -- 161}, year = {2016}, abstract = {This article introduces the juxtaposed notions of liberal and neo-liberal gameplay in order to show that, while forms of contemporary game culture are heavily influenced by neo-liberalism, they often appear under a liberal disguise. The argument is grounded in Claus Pias' idea of games as always a product of their time in terms of economic, political and cultural history. The article shows that romantic play theories (e.g. Schiller, Huizinga and Caillois) are circling around the notion of play as 'free', which emerged in parallel with the philosophy of liberalism and respective socio-economic developments such as the industrialization and the rise of the nation state. It shows further that contemporary discourse in computer game studies addresses computer game/play as if it still was the romantic form of play rooted in the paradigm of liberalism. The article holds that an account that acknowledges the neo-liberalist underpinnings of computer games is more suited to addressing contemporary computer games, among which are phenomena such as free to play games, which repeat the structures of a neo-liberal society. In those games the players invest time and effort in developing their skills, although their future value is mainly speculative - just like this is the case for citizens of neo-liberal societies.}, language = {en} }