Abstract
This paper posits a comparative analysis between two views of ludic meaning in game studies. The same two puzzles from Thekla, Inc.’s 2016 puzzle adventure game The Witness are interpreted first from a proceduralist perspective and then are reinterpreted from a play-centric perspective derived from a combination of practice theory and game scholar Miguel Sicart’s formulation of play. The purpose of this analysis is to demonstrate how a game otherwise well-suited to proceduralist readings might be more completely understood from such a play-centric perspective and presents this experimental method of analysis by example.
Originalsprog | Engelsk |
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Titel | DiGRA '19: Proceedings of the Digital Games Research Association Conference : Game, Play and the Emerging Ludo-Mix |
Antal sider | 18 |
Forlag | Digital Games Research Association (DiGRA) |
Publikationsdato | 9 aug. 2019 |
Status | Udgivet - 9 aug. 2019 |
Begivenhed | 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix - Ritsumeikan University, Kyoto, Japan Varighed: 6 aug. 2019 → 10 aug. 2019 http://www.digra2019.org/ |
Konference
Konference | 2019 DiGRA International Conference |
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Lokation | Ritsumeikan University |
Land/Område | Japan |
By | Kyoto |
Periode | 06/08/2019 → 10/08/2019 |
Internetadresse |
Emneord
- game analysis
- play-centrism
- practice theory
- procedural rhetoric
- The Witness