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.
Original language | English |
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Title of host publication | DiGRA '19: Proceedings of the Digital Games Research Association Conference : Game, Play and the Emerging Ludo-Mix |
Number of pages | 18 |
Publisher | Digital Games Research Association (DiGRA) |
Publication date | 9 Aug 2019 |
Publication status | Published - 9 Aug 2019 |
Event | 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix - Ritsumeikan University, Kyoto, Japan Duration: 6 Aug 2019 → 10 Aug 2019 http://www.digra2019.org/ |
Conference
Conference | 2019 DiGRA International Conference |
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Location | Ritsumeikan University |
Country/Territory | Japan |
City | Kyoto |
Period | 06/08/2019 → 10/08/2019 |
Internet address |
Keywords
- game analysis
- play-centrism
- practice theory
- procedural rhetoric
- The Witness