In this paper we address the problem of defining games formally, following Wittgenstein's dictum that games cannot be defined adequately as a formal category. Several influential attempts at definitions will be evaluated and shown to be inadequate. As an alternative, we propose a descriptive model of the definable super-category that games belong to, cybermedia , that is pragmatic, open, and capable of meeting the needs of the diverse, intensely interdisciplinary field of game studies for a uniting conceptuallization of its main phenomenon. Our approach, the Cybermedia model, consisting of Player, Sign, Mechanical System, and Material Medium, offers a medium-independent, flexible and analytically useful way to contrast different approaches in games research and to determine which aspect of the phenomenon one is talking about when the word "game" is used.
|Titel||Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015)|
|Forlag||Society for the Advancement of the Science of Digital Games|
|Status||Udgivet - 2015|
|Begivenhed||FDG 2015 - Foundations of Digital Games 2015 - Pacific Grove, USA|
Varighed: 20 jun. 2015 → 22 jun. 2015
|Konference||FDG 2015 - Foundations of Digital Games 2015|
|Periode||20/06/2015 → 22/06/2015|