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Define real, Moron!
- 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.
Author details: | Espen AarsethORCiDGND |
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URN: | urn:nbn:de:kobv:517-opus-49810 |
ISSN: | 1867-6219 |
ISSN: | 1867-6227 |
Title of parent work (German): | DIGAREC Series |
Subtitle (German): | Some remarks on game ontologies |
Publication type: | Article |
Language: | English |
Publication year: | 2011 |
Publishing institution: | Universität Potsdam |
Release date: | 2011/05/18 |
Issue: | 6 |
First page: | 50 |
Last Page: | 69 |
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 |
DDC classification: | 7 Künste und Unterhaltung / 79 Sport, Spiele, Unterhaltung / 793 Spiele und Freizeitaktivitäten für drinnen |
Collection(s): | Universität Potsdam / Schriftenreihen / DIGAREC Series, ISSN 1867-6227 / DIGAREC Series (2011) 06 |
License (German): | ![]() |
External remark: | 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] |