@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} }