Double fine adventure and the double hermeneutic videogame
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.
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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”
From Interactive digital narrative (IDN)—new ways to represent complexity and facilitate digitally empowered citizens (2022) · cites this paper as Karhulahti (2012)
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Cited by
Sorted by citations
Ludonarrative Hermeneutics: A Way Out and the Narrative Paradox
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““ Double hermeneutic ” in this regard describes the combined interpretation of the narrative created so far and re fl ection of the possibilities for interaction moving forward (cf. Karhulahti (2012), derived from Giddens (1987) and applied to IDN by Roth et al. (2018)).”
MethodReal-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
Interactive Digital Narratives as Complex Expressive Means
Bellini, M. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.854960 · Cited by 13 · see citing works
Aarseth, E., & Möring, S. (2020) · International Conference on the Foundations of Digital Games · doi:10.1145/3402942.3402978 · Cited by 11 · see citing works
- 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
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