The Pleasures and Dangers of the Game: Up Close and Personal
Abstract
What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the particular focus of attention. To understand a game's design, the way it seeks to shape the player's experience and to make the game meaningful, it is essential to take account of the formal features of a given game. Being up close and personal forces one to think through the specificities of a game and what it is like to play that game. The author therefore advocates a combination of a formal and phenomenological approach as a means of exploring the complex relationship between game text and player.
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The tendency for humanities-based game scholars to draw on their own experiences of play is long standing.
“The tendency for humanities-based game scholars to draw on their own experiences of play is long standing (see King & Krzywinska's ScreenPlay, 2002, or Krzywinska, 2005).”
From Methodology, Representation, and Games (2019) · cites this paper as Krzywinska, 2005
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Methodology, Representation, and Games
Carr, D. (2019) · Games and Culture · doi:10.1177/1555412017728641 · Cited by 76 · see citing works
- Authors
- Krzywinska, T.
- Affiliations
- Brunel University of London (GB)
- Corresponding author
- Krzywinska, Tanya
- ORCID
- Krzywinska, Tanya
- Venue
- Games and Culture
- Publisher
- SAGE Publications
- Published
- 2006-01
- Volume
- 1
- Issue
- 1
- Pages
- 119-122
- ISSN
- 1555-4120 (ISSN-L)
- 1555-4139
- OpenAlex
- W2060076309
- Cited by
- 19
- References
- 0
- Citations by year
- 2025: 3 · 2022: 1 · 2021: 1 · 2018: 1 · 2017: 1 · 2016: 1 · 2015: 1 · 2014: 1 · 2012: 2
- FWCI
- 2.29
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Games and Culture (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Keywords
- video games, game studies, game design, player experience, phenomenology, game text, pluralistic approach
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