Cited by 19Digital Games and MediaEducational Games and GamificationArtificial Intelligence in Games

The Pleasures and Dangers of the Game: Up Close and Personal

Krzywinska, Tanya·2006·Games and Culture

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.

Integrity signals

Registry

Crossref · 10.1177/1555412005281913

Cites

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 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

Cited by

Sorted by citations

Authors
Krzywinska, T.
Affiliations
Brunel University of London (GB)
Corresponding author
Krzywinska, Tanya
Venue
Games and Culture
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

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