Cited by 13Digital Games and MediaHermeneutics and Narrative IdentityEducational Games and Gamification

The game itself?

Open access
Aarseth, Espen, Möring, Sebastian·2020·International Conference on the Foundations of Digital Games

Abstract

In this paper we reassess the notion and current state of ludo-hermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology then, determines a vital aspect of the quality of the analysis.

AI snapshot

Written from the paper’s full text.

TL;DR

This conceptual paper argues that ludo-hermeneutics cannot exist as a single method; every interpretation of a game depends on an explicit or implicit game ontology, and the quality of that ontology shapes the analysis. It proposes that identifying a game’s ontological nature is the necessary first step of ludo-hermeneutics, with subsequent method varying by game type and player motive.

Key findings

  • Reassesses prior game-hermeneutic approaches (Buckles, Aarseth, Murray, Eskelinen, Arsenault & Perron, Arjoranta, Karhulahti) and argues many lack grounding in general hermeneutics or rely on too-narrow textual notions of interpretation.
  • Argues games are not one type of phenomenon, so ludo-hermeneutics must be a family of hermeneutic theories/models or a high-level template rather than one universal method: “There can be no ludo-hermeneutic method as such, only pragmatic methods serving particular purposes.”
  • Proposes an ontology-first procedure: “first comes the ontological identification, then the hermeneutics,” using Calleja & Aarseth’s four-dimensional field of mental activity, semiotic system, mechanical system, and materiality.
  • Illustrates with examples such as Dragon’s Lair’s finite scene permutations versus EVE Online’s infinite trajectories, Journey’s shift from singleplayer to multiplayer ontology, and Fallout: New Vegas’s Caesar questline; no quantitative results are reported.

Methods

  • Design: theoretical/conceptual argument in game studies, reviewing previous game-hermeneutic discussions and general hermeneutics (Schleiermacher, Dilthey, Heidegger, Gadamer) to ground the proposal.
  • Data/sample: no empirical dataset; illustrative game examples include Dragon’s Lair, EVE Online, Journey, Super Mario World/Kaizo Mario World, World of Warcraft, Counter-Strike, and Fallout: New Vegas.
  • Main analysis: philosophical critique and synthesis, proposing an ontology-first ludo-hermeneutic method and suggesting future meta-review of game analyses or construction of a new meta-ontology.

Limitations

  • Stated: “A catalog of such purposes . . . is beyond our present scope”; game ontology “should not be pinned down at this moment”; and a full analysis of Fallout: New Vegas’s possibilities is “close to impossible” in the article.
  • Evident: no empirical study, systematic sample, or validation is presented; the game examples are illustrative and selective.
  • Evident: the proposed method is programmatic—only the first step (ontological identification) is claimed as universally necessary, while the rest depends on game type and player motivation.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1145/3402942.3402978

Cites

37 of 37 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 45 cited sources checked · 0 supported · 0 flagged

  • Interpretationreasoning

    A highly likely reason for the lack of successful game hermeneutic theories at this point is the lack of an ontological basis on which to build the ludohermeneutic theory.

    “A highly likely reason for the lack of successful game hermeneutic theories at this point, just as the similar lack of narrative game theories until recently [7], is the lack of an ontological basis on which to build the ludohermeneutic theory.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [7]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • Rests on an assumption: A viable hermeneutic theory requires a stable ontology.
    • Rests on an assumption: The hermeneutics of film (until CGI), literature and visual art have stable ontological foundations.
  • Interpretationreasoning

    This is not a doubly interpretational process.

    “However, this is not a doubly interpretational process.”
    Quote in the paperSubstantial claim
  • Interpretationreasoning

    Consequently, the only double-hermeneutics that Karhulahti is suggesting is the distinction between a practical hermeneutics of gameplay and a text (or aesthetic/poetic) hermeneutics.

    “Consequently, the only double-hermeneutics that Karhulahti is suggesting is the distinction between a practical hermeneutics of gameplay and a text (or aesthetic/poetic) hermeneutics.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [35]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Interpretationreasoning

    Heideggerian hermeneutics applies the notion of Spielraum (leeway or room to move) to explain how understanding works.

    “From this brief review of Heidegger, we see that his hermeneutics works well to describe the processes of understanding, interpreting and asserting in computer gameplay, and also that Heideggerian hermeneutics applies the notion of Spielraum (leeway or room to move) to explain how understanding works.”
    Quote in the paperSubstantial claim
  • Interpretationreasoning

    The concept of hermeneutics is capable of covering all three of Arsenault and Perron's spirals.

    “In other words, the concept of hermeneutics is capable of covering all three of Arsenault and Perron's spirals.”
    Quote in the paperNot a substantial claim
  • May combine two claims. 33
  • Classified as probably not a substantial claim. 76
  • May combine two claims.

    Findingnone given

    Some Counter-Strike levels are infinitely more popular than others, and the most popular levels embody what Counter-Strike is as a game.

    “In fact, it is more complicated; some Counter-Strike levels are infinitely more popular than others, and the most popular levels embody what Counter-Strike is as a game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingreasoning

    Others are predominantly textual (hyperfiction, Twine games) and others are hybrids that rely on text and mechanics equally (adventure games).

    “Others are predominantly textual (hyperfiction, Twine games) and others are hybrids that rely on text and mechanics equally (adventure games).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingcitation

    Dust 2 was not an original Counter-Strike map but became the most popular map; through this popularity, Dust 2 helped define what an ideal Counter-Strike map should be like.

    “As the name suggests, Dust 2 (2001) was not an original Counter-Strike map but became the most popular map.Through this popularity and from then on, Dust 2 helped define what an ideal Counter-Strike map should be like (see [34]).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [34]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Findingreasoning

    Some games are purely text-based (e.g., riddles, classic detective or crime mysteries), meaning that they contain their mechanical structures either implicitly or explicitly.

    “Some games are purely text-based (e.g.riddles, classic detective or crime mysteries), meaning that they contain their mechanical structures either implicitly (detective story) or explicitly (choose your own adventure).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    In football, playing as a goalkeeper is a very different playing process than playing as a striker, but football is not two different games.

    “On the other hand, in football (soccer, to Americans), playing as a goalkeeper is a very different playing process than playing as a striker, but it would be hard to claim that football is two different games.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingcitation

    Most games are created gradually, in a creative testing loop, or even more slowly, over centuries or millennia, like chess and Snakes and Ladders.

    “We might think of such a process as exceptional, but most games are created gradually, in a creative testing loop (cf.[29]; [46]; [42]) or even more slowly, over the centuries or millennia, like chess and Snakes and Ladders.”
    Quote in the paperSubstantial claim0 of 3 sources checked
    • cites [29]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [46]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [42]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Findingreasoning

    World of Warcraft offers many different playing processes, from auction-house trade to battleground competitions; as players can devote themselves to one and not the other, these are two different games in the same virtual world.

    “World of Warcraft [16] offers many different playing processes, from auction-house trade to battleground competitions.As players can easily devote themselves to one and not the other, these are, in fact, two different games in the same 'game' or virtual world.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [16]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning

    The quality of a game ontology determines a vital aspect of the quality of the analysis.

    “The quality of this ontology, then, determines a vital aspect of the quality of the analysis.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The quality of a game ontology determines a vital aspect of the quality of the analysis.
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    When we approach a game for the first time, we typically already have a preconceived, ontological notion of what kind of game it is.

    “When we approach a game for the first time, we typically already have a preconceived, ontological notion of what kind of game it is.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    There can be no ludo-hermeneutics as such.

    “We argue that there can be no ludo-hermeneutics as such”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: A viable hermeneutic theory requires a stable ontology.
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    A preconceived ontological notion of a game will guide or misguide the interpretation and may change in the gameplay experience, which may affect and even change the ontology itself.

    “This preconceived notion will guide or misguide the interpretation and may change in the gameplay experience which may affect and even change the ontology itself.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationcitation

    With the indefinable and problematic category of games, there exists no stable ontology, and therefore no viable ludo-hermeneutic theory has hitherto been created.

    “With the indefinable and problematic category of games, however [9], there exists no stable ontology (although sub-ontologies are possible, say, for mancala games, or card games), and therefore no viable ludo-hermeneutic theory has hitherto been created.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [9]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • Rests on an assumption: A viable hermeneutic theory requires a stable ontology.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation

    Arsenault and Perron consider only the third spiral as hermeneutic whereas the other two spirals are labeled heuristic.

    “It is problematically conspicuous that Arsenault and Perron consider only the third spiral as hermeneutic whereas the other two spirals are labeled heuristic.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [12]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    Every game interpretation rests in a particular game ontology, whether implicit or explicit.

    “and that every game interpretation rests in a particular game ontology, whether implicit or explicit.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The notion of games or even computer games is far too wide to comfortably fit into a single hermeneutic mold, whether textual or ludic.

    “However, as the two examples show, the notion of games or even computer games is far too wide to comfortably fit into a single hermeneutic mold, whether textual or ludic.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation

    A human being understands how to be authentically when it manages to realize its very own possibilities to be.

    “On the other hand, a human being understands how to be authentically when it manages to realize its very own possibilities to be.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [38]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Understanding as asserting means to thematize that which cannot be coped with and to find reasons for this, such as the game is too difficult, the player is not skilled enough, or the simulated platforms are too far apart in order to make Mario jump from one to the other.

    “• Understanding as asserting, then, means to thematize that which cannot be coped with and to find e.g.reasons for this -such as the game is too difficult, the player is not skilled enough, or the simulated platforms are too far apart in order to make Mario jump from one to the other, etc.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [24]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationreasoning

    Computer gameplay normally does not consist of solving scientific problems; instead it consists of the practical challenge of playing.

    “Computer gameplay normally does not consist of solving scientific problems, instead it consists of the practical challenge of playing.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The problem with Karhulahti's double-hermeneutics is that it allows to understand driving a car as a double-hermeneutics, too, and thus, in the long run, turns hermeneutics as such into a double-hermeneutic process.

    “The problem with this double-hermeneutics is furthermore that it allows to understand driving a car as a double-hermeneutics, too, and thus, in the long run, turns hermeneutics as such into a double-hermeneutic process.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    This happens when we realize that we cannot play Kaizo Mario in the self-presumed way in which we play Super Mario World.

    “This happens when we realize that we cannot play Kaizo Mario in the self-presumed way in which we play Super Mario World.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    Even when faced with a new game, players typically have at least some knowledge of the gameplay from previous encounters with similar games.

    “Even when faced with a new game, players typically have at least some knowledge of the gameplay from previous encounters with similar games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    One of the central problems of previous discussions of game hermeneutics is that most approaches are not properly grounded in existing hermeneutic theories such as those by Heidegger and Gadamer.

    “One of the central problems of previous discussions of game hermeneutics is that most approaches are not properly grounded in existing hermeneutic theories such as those by Heidegger and Gadamer.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation

    Understanding as interpreting means to make sense of that which cannot be coped with on the first level of understanding.

    “• Understanding as interpreting, then, means to make sense of that which cannot be coped with on the first level of understanding [24].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [24]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    No matter if the artwork itself is an object or a process, the interpreter engages with it from a third-person perspective and engages with it in a hermeneutic circle that has the form of the to-and-fro movement of a game at play.

    “No matter if the artwork itself is an object (e.g. a painting) or a process (e.g. a theater play or interactive art), the interpreter engages with it from a third-person perspective and engages with it in a hermeneutic circle that has the form of the to-and-fro movement of a game at play [30].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [30]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Premisecitation

    In Heidegger's hermeneutics understanding is first of all practical and it is the prerequisite of all theoretical understanding.

    “In Heidegger's hermeneutics understanding is first of all practical and it is the prerequisite of all theoretical understanding -since humans first and foremost exist in their everyday copings with the world and not in a mode of scientific interpretation of their world.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [24]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given

    Until today hermeneutics is commonly regarded as a practice of text interpretation.

    “Until today hermeneutics is commonly regarded as a practice of text interpretation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    The medium of a game can be playing humans or animals, but also natural phenomena such as waves or light, or even the process of interpretation in a hermeneutic circle.

    “This medium can be playing humans or animals, but also natural phenomena such as waves or light, or even the process of interpretation in a hermeneutic circle [30].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [30]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Heidegger distinguishes between three types of understanding: coping, interpreting, and asserting.

    “Eventually, Heidegger distinguishes between three types of understanding: Coping, interpreting, and asserting [24].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [24]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Hermeneutics is now considered the central way of how humans exist in the world.

    “Hermeneutics is now considered the central way of how humans exist in the world [20].”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [20]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Understanding how to hammer neither implies one's capacity to understand the cultural meaning of a hammer in a given discourse, nor the capacity to name its scientific characteristics.

    “Hence, understanding how to hammer neither implies one's capacity to understand the cultural meaning of a hammer in a given discourse, nor the capacity to name its scientific characteristics.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Schleiermacher distinguishes between a narrow idea of hermeneutics as literary or text interpretation and a broad idea of hermeneutics which designates human understanding in general.

    “In doing so Schleiermacher distinguishes between a narrow idea of hermeneutics as literary or text interpretation and a broad idea of hermeneutics which designates human understanding in general.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [10]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    While the primary epistemological mode of the natural sciences is to explain (erklären), the humanities' mode is understanding (verstehen).

    “While the primary epistemological mode of the natural sciences is to explain (erklären), the humanities' mode is understanding (verstehen) (cf.[10] and [39]).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [10]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [39]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationcitation

    The problem Karhulahti is actually dealing with is that between the interpretation of a praxis (or a process) as something which is experienced from a first-person perspective versus the interpretation of an object which is present-at-hand as something which is looked at from a third-person perspective.

    “We will later see that the problem Karhulahti is actually dealing with is that between the interpretation of a praxis (or a process) as something which is experienced from a first-person perspective versus the interpretation of an object which is present-at-hand as something which is looked at from a third-person perspective (cf.[41]).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [41]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    The former form of interpretation is involved in Heidegger's notion of dealing with something or the world in a ready-to-hand manner and the latter form of interpretation is involved in Heidegger's notion of dealing with something which is present-at-hand.

    “The former form of interpretation is involved in Heidegger's notion of dealing with something or the world in a ready-to-hand manner and the latter form of interpretation is involved in Heidegger's notion of dealing with something which is present-at-hand [32, pp. 102-107].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [32]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning

    Coping, when successful, is different from a heuristic in that it proceeds in an unreflected way.

    “Clearly, coping, when successful, is different from a heuristic in that it proceeds in an unreflected way.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    This primordial practical understanding of the world is the condition of possibility of text interpretation or a scientific interpretation of the world.

    “This primordial practical understanding of the world, then, is the condition of possibility of text interpretation (e.g. in terms of an allegoresis), or a scientific interpretation of the world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    If there is more than one option to choose from then we can speak of a room for maneuver.

    “If there is more than one option to choose from then we can speak of a room for maneuver.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    For Heidegger, a human being is always already understandingly-in-the-world in that humans always already tacitly understand their world, its specific affordances, limitations, and conditions by just dealing with it in their everyday lives.

    “For Heidegger, a human being is always already understandingly-in-the-world in that humans always already tacitly understand their world, its specific affordances, limitations, and conditions by just dealing with it in their everyday lives.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [32]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    These three stages of understanding describe the process of how something which is first experienced as ready-to-hand changes its mode into being experienced as present-at-hand; i.e. it changes from being experienced in use (first-order experience or first-person experience) to being experienced while being looked at (second-order experience or third-person experience).

    “In effect, these three stages of understanding describe the process of how something which is first experienced as ready-to-hand changes its mode into being experienced as present-at-hand; i.e. it changes from being experienced in use (first-order experience or first-person experience) to being experienced while being looked at (secondorder experience or third-person experience).”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    With Heidegger, we can distinguish between an authentic and inauthentic understanding.

    “With Heidegger, we can furthermore distinguish between an authentic and inauthentic understanding.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [38]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given

    Hermeneutics is rooted in the exegesis of biblical texts in order to analyze the word of God, and to apply it as a guideline for a life well-lived.

    “From this perspective, hermeneutics is rooted in the exegesis of biblical texts in order to analyze the word of God, and to apply it as a guideline for a life well-lived.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Dilthey set out to characterize the German Geisteswissenschaften (humanities) and raises hermeneutics to the rank of its central method.

    “Dilthey, a follower of Schleiermacher, set out to characterize the German Geisteswissenschaften (humanities) and raises hermeneutics to the rank of its central method.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [10]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [39]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    Most game players are already familiar with their computer games of choice, so the practical challenge of playing hardly exists as a problem to be solved.

    “And typically, this challenge hardly exists as a problem to be solved since most game players are already familiar with their computer games of choice.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given

    Gadamer makes the play element in hermeneutics productive.

    “It is Gadamer who makes this play element in hermeneutics productive as we will show in a bit.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation

    Hermeneutics ranges from an interpretation involved when practically doing something (like playing a game) to interpretation in the sense of deriving theoretical meaning from some object or text.

    “As we will point out, hermeneutics ranges from an interpretation involved when practically doing something (like playing a game) to interpretation in the sense of deriving theoretical meaning from some object or text (interpreting a text, or interpreting a game's textual meaning).”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    With Heidegger's Being and Time, hermeneutics takes a new turn and is no longer merely considered the epistemological method of the humanities or a method of text interpretation.

    “With Heidegger's Being and Time [32] hermeneutics takes a new turn, and is no longer merely considered the epistemological method of the humanities or a method of text interpretation.”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites [32]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [20]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning

    If there is any doubly-interpretational process going on, then it is the simultaneous self-interpretation of the player and the player's interpretation of the game process which mutually influence each other.

    “If there is any doubly-interpretational process going on, then it is the simultaneous self-interpretation of the player and the player's interpretation of the game process which mutually influence each other.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    For Gadamer, a game is first and foremost a form that needs a medium to perform its characteristic movement.

    “As a matter of fact, a game for Gadamer is first and foremost a form that needs a medium to perform its characteristic movement [30].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [30]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation

    Gadamer makes the concept of play central and productive in his hermeneutics.

    “Following this, Gadamer makes the concept of play central and productive in his hermeneutics.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [30]

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  • May combine two claims.

    Interpretationcitation

    Arsenault and Perron seem to think of hermeneutics merely in terms of textual interpretation, and use heuristics for solving practical problems and tasks like understanding how a game works.

    “Hence, Arsenault and Perron seem to think of hermeneutics merely in terms of textual interpretation, and use heuristics for solving practical problems and tasks like understanding how a game works.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [12]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation

    A human being understands how to exist inauthentically when only realizing those options which are pre-interpreted as the most common way to exist.

    “A human being understands how to exist inauthentically when only realizing those options which are pre-interpreted as the most common way to exist [38].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [38]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation

    For Gadamer, the subject of a game is not merely the human player but the game itself.

    “For Gadamer, the subject of a game is not merely the human player but the game itself [30].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [30]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning

    Arsenault and Perron's notion of hermeneutics is much too narrow compared to its contemporary denotations, which cover all sorts of practical understandings of the world in addition to text hermeneutics.

    “First, their notion of hermeneutics is much too narrow compared to its contemporary denotations, which cover all sorts of practical understandings of the world in addition to text hermeneutics.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Influencing the interpreted while interpreting only means that an interpreter interprets a process (which she is part of) rather than an object.

    “Influencing the interpreted while interpreting only means that an interpreter interprets a process (which she is part of) rather than an object.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Karhulahti seems not to account for the fact that the interpreter herself is part of the interpreted and mistakes this for a double hermeneutic which can easily be misunderstood.

    “In addition, Karhulahti seems not to account for the fact that the interpreter herself is part of the interpreted and mistakes this for a double hermeneutic which can easily be misunderstood.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [35]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation

    For Gadamer, the artwork only comes into existence when it is appreciated or interpreted by an observer; i.e. when it is part of a hermeneutic process.

    “For Gadamer, the artwork only comes into existence when it is appreciated or interpreted by an observer; i.e. when it is part of a hermeneutic process.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [30]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    In both scholar and critic cases, the method will be dictated by the motive, and will therefore be as idiosyncratic as the motive itself.

    “In both these types of cases, the method will be dictated by the motive, and will therefore be as idiosyncratic as the motive itself.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Scholars hardly ever interpret just for the sake of interpretation; there is always an ulterior motive, typically in the shape of a research question. Critics are motivated by normativity.
  • May combine two claims.

    Interpretationreasoning

    The crucial difference between World of Warcraft and football is that in football the players work together on the same project and in the same process, whereas in WoW they do not.

    “Perhaps the crucial difference between these two examples is that in football the players work together on the same project and in the same process, whereas in WoW they do not.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    As long as we can describe the mechanical system independently of the textual or diegetic elements, we can maintain the difference between textual representation and mechanics, and the functional distinction between text and game is preserved.

    “As long as we can describe the mechanical system independently of the textual or diegetic elements (e.g., as a system of formal connections), we can maintain the difference between textual representation and mechanics, and the functional distinction between text and game is preserved.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    The identification of the game's ontological nature is the first step of ludo-hermeneutics, and the only step that implicitly or explicitly is necessary.

    “This is the first step of ludo-hermeneutics, and the only step that implicitly or explicitly is necessary.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    There can be no ludo-hermeneutic method as such, only pragmatic methods serving particular purposes.

    “There can be no ludo-hermeneutic method as such, only pragmatic methods serving particular purposes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Game hermeneutics is the meeting of a particular game and a particularly motivated player, and, depending on the motive, will result in a particular, critical enunciation.

    “Game hermeneutics, then, is the meeting of a particular game and a particularly motivated player, and, depending on the motive, will result in a particular, critical enunciation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning

    This holds true for players, critics, and theorists alike.

    “This holds true for players, critics, and theorists alike.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationnone given

    There is a to-and-fro movement between the abstract and the particular, where playing leads to increased ontological understanding.

    “As we saw in the Journey example in the introduction of this paper, there is of course a to-and-fro movement between these two aspects, the abstract and the particular, where playing leads to increased ontological understanding.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationcitation

    Each game (or game genre) comes with its own implied hermeneutics.

    “Each game (or, depending on how we delimit games, game genre; see [31]) comes with its own implied hermeneutics.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [31]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning

    The same goes for all other artworks: If they fail to keep their audience engaged in a process of ongoing interpretation they cease to be artworks.

    “The same goes for all other artworks: If they fail to keep their audience engaged in a process of ongoing interpretation they cease to be artworks.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    A hermeneutics of ludic objects and processes presumes an ontological basis.

    “A hermeneutics of ludic objects and processes, like any other hermeneutics, presumes an ontological basis as mentioned above.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    A particular process of interpretation cannot take place without an underlying ontological model, however weak it may be initially.

    “A particular process of interpretation cannot take place without an underlying ontological model, however weak it may be initially.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    For scholars, the process of asserting the results of the investigation becomes the main effort of the investigation itself; interpretation becomes the formulation of that interpretation, rather than the interpretation itself.

    “For them, and unlike, say, a musician interpreting a musical score or an actor interpreting a role on stage, the process of asserting the results of the investigation becomes the main effort of the investigation itself.Thence, interpretation becomes the formulation of that interpretation, rather than the interpretation itself.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    This hermeneutics is its own circular process or interpretive 'feedback loop' [2], by which we play, learn and grasp.

    “This hermeneutics is its own circular process or interpretive”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [2]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationcitation

    In cases where we cannot describe the mechanical system independently (detective novels and verbal role-playing games), we invoke the ontological category of fiction-based games, or games of mimicry.

    “In the few cases we cannot do this (detective novels and verbal role-playing games) then we simply invoke the ontological category of fiction-based games, or games of mimicry [21].”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [21]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The game encountered by the player is not the hermeneutic process, but its ontological result-its here-and-now.

    “Ironically, however, the game encountered by the player is not the hermeneutic process, but its ontological result -its here-and-now.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The universal method that can be formulated here is the identification of the game's ontological nature.

    “The universal method that can be formulated here is the identification of the game's ontological nature.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    A game is a type or family of phenomena that may use texts and semiotic codes for ludic purposes, but in different ways depending on the game's ontology.

    “A game is a type or family of phenomena that may use texts and semiotic codes for ludic purposes, but in different ways depending on the game's ontology.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationcitation

    Games have the existential requirement that their players keep them at play by interpreting the tasks provided by the game in a way that maintains the game.

    “Consequently, for a game to come to itself it is necessary that its players understand how to keep a game at play, and therefore games have the existential requirement that their players keep it at play by interpreting the tasks provided by the game in a way that maintains the game.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [30]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationcitation

    What has been called game hermeneutics is rather the player's hermeneutics: the process of becoming-a-player.

    “What has been called game hermeneutics (see [11], [36]), is rather the player's hermeneutics: the process of becoming-a-player.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites [11]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites [36]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationreasoning

    Heidegger's hermeneutics is focusing on the point of view of an interpreting human subject whereas in Gadamer's hermeneutics the subject of interpretation is the game or the game of interpretation itself.

    “With this in mind, it appears that Heidegger's hermeneutics is focusing on the point of view of an interpreting human subject whereas in Gadamer's hermeneutics the subject of interpretation is the game or the game of interpretation itself.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Ludo-hermeneutics, at best, must be a family of hermeneutic theories or models rather than one.

    “This should warn us that ludo-hermeneutics, at best, must be a family of hermeneutic theories or models rather than one.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Games are not one type of phenomenon.
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    The player's hermeneutics is also the uncovering of the game's ontology; the realization of what it takes to be a player of that particular game, and of getting to know the game's here-and-now.

    “This is also the uncovering of the game's ontology; the realization of what it takes to be a player of that particular game, and of getting to know the game's here-and-now.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The rest depends on game type and player motivation.

    “The rest depends on game type and player motivation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    A different way to keep a game at play than preventing it from a premature game-over is to keep exploring for its possibilities to unfold.

    “A different way to keep a game at play than preventing it from a premature game-over is to keep exploring for its possibilities to unfold.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    As the game is played, it becomes itself and changes itself in an endless double hermeneutic feedback loop between the player and the game; both are played by the other, and both change-the player more quickly, the game more slowly.

    “As the game is played, it becomes itself and changes itself in an endless double hermeneutic feedback loop between the player and the game; both are played by the other, and both changethe player more quickly, the game more slowly.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    Game types form interpretive communities and interpretive communities motivate players to develop specific methods of interpretation, assertive or not.

    “Game types form interpretive communities [28] and interpretive communities motivate players to develop specific methods of interpretation, assertive or not.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites [28]

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    An analysis that places all weight on the textual aspects will not be able to address the hermeneutic dimension of playing, or what it means to be a player of that game.

    “An analysis that places all weight on the textual aspects will not be able to address the hermeneutic dimension of playing, or what it means to be a player of that game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    There is no universal gameplay that pertains to every kind of game, and there is no hermeneutic method of game analysis as such; only game-specific or genre-specific depending on how we conceive of the game/genre (token/type) demarcation.

    “There is no universal gameplay that pertains to every kind of game, and there is no hermeneutic method of game analysis as such; only gamespecific or genre-specific depending on how we conceive of the game/genre (token/type) demarcation.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    Even though Counter-Strike existed as a game before Dust 2 was made, it became more itself as a result of Dust 2.

    “Even though Counter-Strike existed as a game before Dust 2 was made, it became more itself as a result of Dust 2.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    A synthesis of the alternatives (a family of hermeneutic theories vs. a high-abstraction theory covering all games) is a general, high-level template that can be expanded into several targeted hermeneutic models in each ludic subdomain.

    “A synthesis of these two alternatives is a general, high-level template, which can be expanded into several targeted hermeneutic models in each ludic subdomain.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The game itself has, or better, is a hermeneutic method, whereby it becomes itself via repeated play.

    “The game itself has, or better, is a hermeneutic method, whereby it becomes itself via repeated play.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given

    The practices of ludo-hermeneutics presume a specific ontological basis, either explicitly or implicitly.

    “The practices of ludo-hermeneutics presume a specific ontological basis, either explicitly or implicitly.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    A game, understood as a mechanical system and not a social process, is not a text.

    “A game, then -understood as a mechanical system and not a social process -is not a text.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning

    The primary locus of ludic meaning is the player's hermeneutic behavior-the process of making sense of the game.

    “Instead, we are addressing and analyzing the uninformed spectator's view, the game's textual/audiovisual output, and not engaging with the primary locus of ludic meaning, which is the player's hermeneutic behavior -the process of making sense of the game.”
    Quote in the paperNot a substantial claim
91 of 91
  • The paper relies on this without support.

    A viable hermeneutic theory requires a stable ontology.

    “With the indefinable and problematic category of games, however [9], there exists no stable ontology (although sub-ontologies are possible, say, for mancala games, or card games), and therefore no viable ludo-hermeneutic theory has hitherto been created.”
  • The paper relies on this without support.

    The quality of a game ontology determines a vital aspect of the quality of the analysis.

    “The quality of this ontology, then, determines a vital aspect of the quality of the analysis.”
  • The paper relies on this without support.

    The hermeneutics of film (until CGI), literature and visual art have stable ontological foundations.

    “The hermeneutics of film (until the advent of CGI), literature and visual art all have stable ontological foundations.”
  • The paper relies on this without support.

    Games are not one type of phenomenon.

    “The fundamental challenge to establishing a ludo-hermeneutics is that games are not one type of phenomenon.”
  • The paper relies on this without support.

    Every game scholar has an ontological basis for their analysis, even if they don't declare it or reflect on it.

    “Just like the academic meme that”
  • The paper relies on this without support.

    Unless forced to confront their implicit ontology, game scholars typically make the fallacies of overreaching or over-generalizations.

    “But unless forced to confront their implicit ontology, game scholars -given the extremely vague nature of their objects of study -typically make the fallacies of overreaching or over-generalizations.”
  • The authors state this as an assumption.

    The ludontology assumed in this article posits a game as a four-dimensional field composed of mental activity (the player and her community), a semiotic system (the audio-visual or tactile communicative aspects), a mechanical system (influencing the game state), and a materiality (the physical environment in which the game is embedded, including the players' bodies).

    “The ludontology assumed in this article is laid out in Calleja & Aarseth [9] and posits a game as a four-dimensional field composed of mental activity (the player and her community) a semiotic system (the audio-visual or tactile communicative aspects), a mechanical system (influencing the game state) and a materiality (the physical environment in which the game is embedded, including the players'”
  • The paper relies on this without support.

    Scholars hardly ever interpret just for the sake of interpretation; there is always an ulterior motive, typically in the shape of a research question. Critics are motivated by normativity.

    “Also, scholars hardly ever interpret just for the sake of interpretation; there is always an ulterior motive, typically in the shape of a research question.Critics, similarly, are motivated by normativity: asserting some particular quality in the present work is worth pointing out.”
8 of 8

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?

  • Other forms of choice are ontologically distinct from those described in the paper and require a distinct hermeneutic framework to achieve the same depth of analysis.

    “There are other forms of choice which follow a different structure, making them ontologically distinct from those described in this paper, and thus require a distinct hermeneutic framework to achieve the same depth of analysis (Aarseth and Möring 2020).”

    From A Framework for Choice Hermeneutics (2022) · cites this paper as Aarseth and Möring 2020

    The Conclusion (page unavailable) argues that game interpretation depends on an underlying ontology and that hermeneutic methods are game- or genre-specific. It does not establish that the particular forms of choice in the citing paper are ontologically distinct, or that a distinct framework would achieve the same depth of analysis. (LLM, conf=0.82)

    Experimental — accuracy not yet measured
  • The proposed ontological model, which allows Never Alone to be interpreted as a 'shamanism simulator', does not solve the problem of the ludogermeneutic exhaustion of the animistic contents of this game until the model is adopted by certain 'interpretive communities' among players or researchers.

    “Однако предлагаемая мной онтологическая модель, позволяющая трактовать Never Alone как «симулятор шаманства», не решает проблему людогерменевтического исчерпания анимистических содержаний этой игры, пока эта модель не взята на вооружение теми или иными «интерпретативными сообществами» (Aarseth & Möring, 2020) в среде игроков или исследователей.”

    From Hermeneutics of Shamanic Videogames: the Example of “Kisima Inŋitchuŋa” (2025) · cites this paper as Aarseth & Möring, 2020

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Murray citation points to Fallout: New Vegas

    Minor

    The text cites [43] for Murray's discussion of games as texts, but reference 43 is Fallout: New Vegas; Murray's book appears as reference 41.

  • Eskelinen citation points to Fullerton

    Minor

    The quotation is attributed to Eskelinen [27], but reference 27 is Fullerton's Game Design Workshop. Eskelinen appears as reference 25.

  • Heidegger citation points to an article about Dust

    Minor

    The text cites [32] for Heidegger's Being and Time, but reference 32 is Johnston's "The Making Of: Dust." Being and Time appears as reference 30.

  • Super Mario World citation points to O'Donnell

    Minor

    The text cites [44] for Super Mario World, but reference 44 is O'Donnell's Developer's Dilemma. Super Mario World appears as reference 42.

  • Buckles citation points to Burkard

    Minor

    The text attributes a dissertation to Buckles [19], but reference 19 is by Burkard. Buckles's dissertation appears as reference 18.

  • Journey citation points to The Elder Scrolls Online

    Minor

    The text cites [52] for Journey, but reference 52 is The Elder Scrolls Online; Journey appears as reference 49.

  • Counter-Strike citation points to Ziegfeld

    Minor

    The text cites [53] for Counter-Strike, but reference 53 is Ziegfeld's article on interactive fiction. Counter-Strike appears as reference 50.

  • Karhulahti citation points to Leino

    Minor

    The text attributes the proposed double hermeneutic to Karhulahti [35], but reference 35 is Leino's "Death Loop as a Feature."

  • Fallout: New Vegas citation points to an OED entry

    Minor

    The text cites [45] for Fallout: New Vegas, but reference 45 is an OED entry on "Heuristic." The game appears as reference 43.

  • Gadamer citation points to Heidegger

    Minor

    The text cites [30] for Gadamer's account of play, but reference 30 is Heidegger's Being and Time. Gadamer's Truth and Method appears as reference 28.

  • World of Warcraft citation points to Bogost

    Minor

    The text cites [16] for World of Warcraft, but reference 16 is Bogost's Unit Operations.

  • Dragon's Lair citation points to Eskelinen

    Minor

    The text cites [25] for Dragon's Lair, but reference 25 is an article by Eskelinen; Dragon's Lair appears as reference 23.

  • EVE Online citation points to Dragon's Lair

    Minor

    The text cites [23] for EVE Online, but reference 23 is Dragon's Lair.

  • Kaizo Mario World citation points to Zagal and colleagues

    Minor

    The text cites [51] for Kaizo Mario World, but reference 51 is a paper by Zagal and colleagues. Kaizo Mario World appears as reference 48.

14 of 14

Cites

Flagged first, then by citations

Research works printed but not linked: 26

  1. Aarseth Espen, Hyper/Text/Theory,Ed. George P. Landow, 51
  2. Aarseth Espen, 2003, Spilforskning.Dk Conference, August 28
  3. Aarseth Espen, 2007, Proceedings of DiGRA 2007 Conference, 24–28
  4. Aarseth Espen, Paper presented at Spectating Play
  5. Ahrens Rüdiger, Edited by Ansgar Nünning. Metzler-Lexikon Literatur- und Kulturtheorie: Ansätze - Personen - Grundbegriffe.
  6. Arjoranta Jonne, Think Design Play: The Fifth International Conference of the
  7. Begy Jason, 2011, Proceedings of DiGRA 2011 Conference: Think Design Play.Hilversum, the Netherlands: Digital Games Research Association DiGRA. http://www.digra.org/wp-content/uploads/digital-library/11301
  8. Bogost Ian, 2008, MIT Press paperback ed
  9. Bogost Ian, The Expressive Power of Videogames
  10. Burkard Franz-Peter, Edited by Peter Prechtl and Franz-Peter Burkard. Metzler Lexikon Philosophie: Begriffe und Definitionen.
  11. Caillois Roger, Translated by Meyer Barash
  12. 10.1201/b13172 · DOI
  13. Grabarczyk Pawel, 2017, CEEGS
  14. Johnston Dave, 2003, The Making Of: Dust, Dave Johnston, 26, 2003
  15. Karhulahti Veli-Matti, 2012, Fun and Games
  16. Leino Olli Tapio, 2015, Conference of the Digital Games Research Association (DiGRA), Lüneburg.
  17. McHale Brian, Reprinted
  18. Möring Sebastian, Games and Metaphor – A Critical Analysis of the Metaphor Discourse in Game Studies
  19. Möring Sebastian, 2016, Philosophy of Computer Games Conference
  20. Super Mario World. [Super Nintendo Entertainment System]. Kyoto
  21. Obsidian Entertainment, 2010, Fallout: New Vegas. [Microsoft Windows
  22. O'Donnell Casey, Developer's Dilemma: The Secret World of Videogame Creators. Inside Technology
  23. Online, OED Online
  24. Rusch Doris C, Breaking New Ground: Innovation in Games, Play, Practice, and Theory.
  25. Zagal José P, 2005, Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play, 1–13
  26. ZeniMax Online Studios, The Elder Scrolls Online. [Windows PC

Cited by

Sorted by citations

Authors
Aarseth, E., & Möring, S.
Affiliations
  • Beijing Normal University (CN)
  • University of Potsdam (DE)
Venue
International Conference on the Foundations of Digital Games
Publisher
ACM
Published
2020-09-15
Pages
1-8
OpenAlex
W3088766778
Cited by
11
References
34
Citations by year
2025: 3 · 2024: 2 · 2023: 3 · 2022: 3
FWCI
3.17
Type
conference paper
Language
en
Open access
Locations
  • International Conference on the Foundations of Digital Games (FDG) (publishedVersion)
  • IT University Of Copenhagen (IT University of Copenhagen) (submittedVersion, other-oa)
  • publish.UP (University of Potsdam) (submittedVersion)
Funders
H2020 European Research Council (695528)
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
philosophy of games, game studies methodology

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.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-19.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-19.

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 ›

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