Cited by 28Digital Games and MediaHermeneutics and Narrative IdentityEducational Games and Gamification

Double fine adventure and the double hermeneutic videogame

Karhulahti, Veli-Matti·2012·Proceedings of the 4th International Conference on Fun and Games

Abstract

This paper establishes a hermeneutic method for interpreting videogames. The method is termed double hermeneutic because of the player's ability to affect the interpreted information. The double hermeneutic differs between games and game types, forming different double hermeneutic circles (DHCs) that players must access in order to experience games according to their designs. The paper bases its argument on the adventure game and suggests that the traditional point-and-click interface and 2D representation support the adventure game hermeneutic, which functions in synergy with the form's aesthetic discourse.

Integrity signals

Registry

Crossref · 10.1145/2367616.2367619

Cites

22 of 22 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • The strategies for interpreting Interactive Digital Narratives have been thoroughly studied in recent years.

    “The strategies for interpreting IDNs have been thoroughly studied in recent years, and several discussions developed around the effort to describe such functions (Karhulahti, 2012;Koenitz et al., 2015;Roth et al., 2018;Knoller, 2019).”

    From Interactive Digital Narratives as Complex Expressive Means (2022) · cites this paper as Karhulahti, 2012

  • The engagement of the interactor with the dynamic system of the protostory develops the narrative forward, facilitating a double hermeneutic process during the first encounter and a triple hermeneutic during repeat traversals.

    “The engagement of the interactor with the dynamic system of the protostory in the process develops the narrative forward, facilitating a”

Cites

Flagged first, then by citations

Research works printed but not linked: 15

  1. Aarseth E., 2003, Proc. Digital Arts and Culture Conference. DAC
  2. Arjoranta J., Proc. DiGRA 2011: Think Design Play. DiGRA.
  3. Eskelinen M, 2001, Dichtung Digital
  4. Fernández-Vara C. Shaping Player Experience in Adventure Games: History of the Adventure Game Interface. In Extending Experiences. Eds. Fernandez A. Leino O. & Wirman H. Lapland University Press (2008). Fernández-Vara C. Shaping Player Experience in Adventure Games: History of the Adventure Game Interface. In Extending Experiences . Eds. Fernandez A. Leino O. & Wirman H. Lapland University Press (2008).
  5. Hospers J., 1973, A Modern Book of Esthetics
  6. Heidegger M., Time. Trans. Macquarrie J. & Robinson E. Harper & Row (, 1927
  7. Karhulahti V., 2011, The International Journal of Arts in Society, 6 (2)
  8. Karhulahti V., 2012, Evaluation. In Proc. 6th Philosophy of Computer Games Conference
  9. Pias C., 2004, Interactive Dramaturgies: New Approaches in Multimedia Content and Design. Ed. Hagebölling H. Trans. Salomon
  10. Reunanen M, 2011, Digirakkaus 2. Eds. Saarikoski P., Heinonen L. & Turtiainen L. Turun Yliopisto
  11. Salen K. & Zimmerman E. Rules of Play. MIT Press (2003). Salen K. & Zimmerman E. Rules of Play . MIT Press (2003).
  12. Slater A. Personal Adventures: The Shift from Player to Author. Doctoral Thesis. University of Baltimore (2010). Slater A. Personal Adventures: The Shift from Player to Author . Doctoral Thesis. University of Baltimore (2010).
  13. Suominen J., 2007, Fiberculture Journal, (11)
  14. Tronstad R., 2003, CyberText Yearbook 2002-2003. Eds
  15. Vygotsky L. S., 1976, Play---Its Role in Development and Evolution. Eds. Bruner J. S, Jolly A.

Cited by

Sorted by citations

Authors
Karhulahti, V.-M.
Affiliations
University of Turku (FI)
Corresponding author
Karhulahti, Veli-Matti
Venue
Proceedings of the 4th International Conference on Fun and Games
Publisher
ACM
Published
2012-09-04
Pages
19-26
OpenAlex
W2018557104
Cited by
28
References
22
Citations by year
2026: 2 · 2025: 4 · 2024: 1 · 2023: 2 · 2022: 5 · 2021: 2 · 2020: 3 · 2019: 3 · 2018: 3 · 2015: 1 · 2013: 2
FWCI
2.47
Type
conference paper
Language
en
Open access
closed
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Philosophy › Hermeneutics and Narrative Identity
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
double hermeneutics, hermeneutics, adventure games, point-and-click interface, 2D representation, aesthetic discourse, player interpretation, game design

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review