Abstract
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.
| Originalsprog | Engelsk |
|---|---|
| Titel | Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015) |
| Antal sider | 8 |
| Forlag | Society for the Advancement of the Science of Digital Games |
| Publikationsdato | 2015 |
| ISBN (Trykt) | 978-0-9913982-4-9 |
| Status | Udgivet - 2015 |
| Begivenhed | FDG 2015 - Foundations of Digital Games 2015 - Pacific Grove, USA Varighed: 20 jun. 2015 → 22 jun. 2015 |
Konference
| Konference | FDG 2015 - Foundations of Digital Games 2015 |
|---|---|
| Land/Område | USA |
| By | Pacific Grove |
| Periode | 20/06/2015 → 22/06/2015 |
Emneord
- Game Ontology
- Game Definitions
- Lusory Attitude
- Wittgenstein
- Game Object
- Game Process
- Game Perspective