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.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015) |
| Number of pages | 8 |
| Publisher | Society for the Advancement of the Science of Digital Games |
| Publication date | 2015 |
| ISBN (Print) | 978-0-9913982-4-9 |
| Publication status | Published - 2015 |
| Event | FDG 2015 - Foundations of Digital Games 2015 - Pacific Grove, United States Duration: 20 Jun 2015 → 22 Jun 2015 |
Conference
| Conference | FDG 2015 - Foundations of Digital Games 2015 |
|---|---|
| Country/Territory | United States |
| City | Pacific Grove |
| Period | 20/06/2015 → 22/06/2015 |
Keywords
- Game Ontology
- Game Definitions
- Lusory Attitude
- Wittgenstein
- Game Object
- Game Process
- Game Perspective
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