TY - CHAP A1 - Bartle, Richard T1 - When openness closes : the line between play and design N2 - One of the informal properties often used to describe a new virtual world is its degree of openness. Yet what is an “open” virtual world? Does the phrase mean generally the same thing to different people? What distinguishes an open world from a less open world? Why does openness matter anyway? The answers to these questions cast light on an important, but shadowy, and uneasy, topic for virtual worlds: the relationship between those who construct the virtual, and those who use these constructions. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24536 ER - TY - CHAP A1 - Pinchbeck, Dan T1 - Trigens can’t swim : intelligence and intentionality in first person game worlds N2 - This paper explores the role of the intentional stance in games, arguing that any question of artificial intelligence has as much to do with the co-option of the player’s interpretation of actions as intelligent as any actual fixed-state systems attached to agents. It demonstrates how simply using a few simple and, in system terms, cheap tricks, existing AI can be both supported and enhanced. This includes representational characteristics, importing behavioral expectations from real life, constraining these expectations using diegetic devices, and managing social interrelationships to create the illusion of a greater intelligence than is ever actually present. It is concluded that complex artificial intelligence is often of less importance to the experience of intelligent agents in play than the creation of a space where the intentional stance can be evoked and supported. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-27609 ER - TY - CHAP A1 - Liebe, Michael T1 - There is no magic circle : on the difference between computer games and traditional games N2 - This text compares the special characteristics of the game space in computer-generated environments with that in non-computerized playing-situations. Herewith, the concept of the magic circle as a deliberately delineated playing sphere with specific rules to be upheld by the players, is challenged. Yet, computer games also provide a virtual playing environment containing the rules of the game as well as the various action possibilities. But both the hardware and software facilitate the player’s actions rather than constraining them. This makes computer games fundamentally different: in contrast to traditional game spaces or limits, the computer-generated environment does not rely on the awareness of the player in upholding these rules. – Thus, there is no magic circle. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24597 ER - TY - CHAP A1 - Günzel, Stephan T1 - The space-image BT - Interactivity and spatiality of computer games N2 - In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24561 ER - TY - CHAP A1 - Løvlie, Anders Sundnes T1 - The rhetoric of persuasive games : freedom and discipline in America's Army N2 - This paper suggests an approach to studying the rhetoric of persuasive computer games through comparative analysis. A comparison of the military propaganda game AMERICA’S ARMY to similar shooter games reveals an emphasis on discipline and constraints in all main aspects of the games, demonstrating a preoccupation with ethos more than pathos. Generalizing from this, a model for understanding game rhetoric through balances of freedom and constraints is proposed. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24616 ER - TY - CHAP A1 - Bogost, Ian T1 - The phenomenology of videogames N2 - Jesper Juul has convincingly argued that the conflict over the proper object of study has shifted from “rules or story” to “player or game.” But a key component of digital games is still missing from either of these oppositions: that of the computer itself. This paper offers a way of thinking about the phenomenology of the videogame from the perspective of the computer rather than the game or the player. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24547 ER - TY - CHAP A1 - Glashüttner, Robert T1 - The perception of video games : from visual power to immersive interaction N2 - This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two games has been made to emphasize the numerous possible ways of perception of video games. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24578 ER - TY - CHAP A1 - Juul, Jesper T1 - The magic circle and the puzzle piece N2 - In a common description, to play a game is to step inside a concrete or metaphorical magic circle where special rules apply. In video game studies, this description has received an inordinate amount of criticism which the paper argues has two primary sources: 1. a misreading of the basic concept of the magic circle and 2. a somewhat rushed application of traditional theoretical concerns onto games. The paper argues that games studies must move beyond conventional criticisms of binary distinctions and rather look at the details of how games are played. Finally, the paper proposes an alternative metaphor for game-playing, the puzzle piece. Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24554 ER - TY - CHAP A1 - Liboriussen, Bjarke T1 - The landscape aesthetics of computer games N2 - Landscape aesthetics drawing on philosophy and psychology allow us to understand computer games from a new angle. The landscapes of computer games can be understood as environments or images. This difference creates two options: 1. We experience environments or images, or 2. We experience landscape simultaneously as both. Psychologically, the first option can be backed up by a Vygotskian framework (this option highlights certain non-mainstream subject positions), the second by a Piegatian (highlighting cognitive mapping of game worlds). Y1 - 2008 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus-24586 ER - TY - CHAP A1 - Möring, Sebastian A1 - Aarseth, Espen T1 - The game itself? BT - Towards a Hermeneutics of Computer Games T2 - International Conference on the Foundations of Digital Games (FDG ’20) N2 - 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. Y1 - 2020 U6 - https://doi.org/10.1145/3402942.3402978 SP - 1 EP - 8 PB - ACM CY - New York ER -