Cited by 4Digital Games and MediaHermeneutics and Narrative IdentityLiterary Theory and Cultural Hermeneutics

Basic hermeneutic approaches to interpretation of videogames

Open access
Horban, Olexandr, Maletska, Maria·2019·Skhid

Abstract

The article is devoted to the videogame interpretation and the basic hermeneutic approaches to interpretation of videogames. Videogames are complex contemporary phenomenon that differs from other media with its interactivity and specific relations between game and player. The absence of common methodology, especially hermeneutic methodology, makes it hardly possible to deal with the interpretation of videogames and understanding of specific features of interpretation of games by player, spectator and developer. Key concepts of hermeneutics important for the solving the tasks of the article are described. The result of given research is the distinguishing of four basic hermeneutic approaches according to the core concept of understanding the videogame phenomenon: 1) game hermeneutics / hermeneutics in general - without specific core concept (videogame is interpreted without consideration of its interactivity); 2) ludo-hermeneutics - with the game as core concept (videogame is interpreted as a game, but the game is prioritized above player); 3) procedural hermeneutics - with rules as core concept (videogame is interpreted as procedural system; this approach does not consider the importance of player’s actions and possibility of breaking rules); 4) real-time hermeneutics - with interactivity as core concept (videogame is interpreted as interactive system; this approach states the particular role of player and distinguishes it from the role of spectator). The detailed characteristics of mentioned approaches are given. The plurality of interpreters of videogames is mentioned. Not only players, who interpret games with the view of winning, but also spectators and developers can interpret videogames differently because of different positions and influence on interpretation of each other. In conclusion, uncovered field of interpretation and aspects disregarded by previous researches on hermeneutic interpretation of videogames are described.

AI snapshot

Written from the paper’s full text.

TL;DR

The article maps four basic hermeneutic approaches to interpreting videogames according to their core concept: general/game hermeneutics, ludo-hermeneutics, procedural hermeneutics, and real-time hermeneutics. It argues that these approaches leave important aspects of videogame interpretation uncovered, especially the differing positions of players, spectators, and developers.

Key findings

  • The paper distinguishes four hermeneutic approaches: 1) game hermeneutics / hermeneutics in general, without a specific core concept; 2) ludo-hermeneutics, with the game as core concept; 3) procedural hermeneutics, with rules as core concept; and 4) real-time hermeneutics, with interactivity as core concept.
  • Procedural hermeneutics is presented through Alexey Salin’s four principles: a player cannot interpret values in procedures independently of audiovisual/verbal content; interpretations are valid only if compatible with the interpreter’s ability to interpret; understanding passes through narrative and hermeneutic spirals; and understanding a game’s message requires understanding the logic of the program as non-human Otherness.
  • Real-time hermeneutics, associated with Espen Aarseth and Jonne Arjoranta, treats game interpretation as dynamic and performed in play, with direct feedback from the system; Aarseth states this “real-time hermeneutics” lacks a corresponding structure in film or literature.
  • The paper identifies four aspects it says are not covered by existing hermeneutic approaches: the difference between player and nonplayer views; interaction between player and developer; reinterpretation and replayability; and the possibility of players breaking game rules or spoiling the game process.

Methods

  • The study is a conceptual/theoretical analysis, not an empirical study.
  • It uses general scientific methods — analysis, synthesis, and classification — plus hermeneutic methodology.
  • It also uses comparative, system, typological, and problem-chronological methods to describe differences among approaches and outline aspects of interpretation left out of account.

Limitations

  • The paper states that the absence of a common methodology, especially hermeneutic methodology, makes it difficult to understand the whole phenomenon of videogames.
  • It states that the approaches it reviews center on games and pay less attention to the figure of the player, and that several important ideas remain uncovered: player/nonplayer difference, player–developer interaction, reinterpretation/replayability, and rule-breaking.
  • Evident from the text: the article offers a conceptual typology based on secondary literature and does not include an empirical sample, data collection, or validation of the proposed classification.

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

Integrity signals

Registry

Crossref · 10.21847/1728-9343.2019.5(163).181868

Cites

24 of 24 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

10 of 43 cited sources checked · 8 supported · 0 flagged · accuracy not yet measured

  • Premisecitation

    The concept of real-time hermeneutics had further development in the works of Jonne Arjoranta.

    “The concept of real-time hermeneutics had further development in works of Jonne Arjoranta.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Arjoranta, 2011
  • Findingown data

    The paper distinguishes four basic hermeneutic approaches to videogame interpretation according to their core concept of understanding the videogame phenomenon.

    “The result of given research is the distinguishing of four basic hermeneutic approaches according to the core concept of understanding the videogame phenomenon”
    Quote in the paperSubstantial claim
  • Findingnone given

    The developers of 'Doki Doki Literature Club!' made different courses of events for different variants of possible rule-breakings.

    “The game developers made different courses of events for different variants of possible rule-breakings.”
    Quote in the paperSubstantial claim
  • Findingown data

    In 'Doki Doki Literature Club!' changes in game files change the sayings of game characters, which comment on the player's rule-breaking.

    “Changes in files of game also changes the sayings of game characters -they”
    Quote in the paperSubstantial claim
  • Interpretationreasoning

    The only way of interaction proposed to the player in visual novels is a choice of several options.

    “Thus, the only way of interaction proposed to player in games of this genre is a choice of several options.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. 114
  • May combine two claims. 42
  • The quote only partly states this claim. 1
  • Classified as probably not a substantial claim.

    Premisecitation

    Many definitions and videogame researches mention that videogames are games first of all.

    “Many definitions and videogame researches mention that videogames are games first of all.”
    Quote in the paperSubstantial claim1 of 3 sources checked
    • cites Frasca (1999)

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

    • cites Esposito (2005) source
    • cites Sicart (2009) source
  • May combine two claims.

    Premisecitation

    There are several common approaches of defining and understanding the nature of videogames, and these approaches correlate with hermeneutic approaches to videogame interpretation.

    “However, there are several common approaches of defining and understanding the nature of videogames (Horban, Maletska, 2018).These approaches correlate with hermeneutic approaches to videogame interpretation.”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Horban, Maletska, 2018 source
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    According to those definitions, all videogames are more or less games and need a player at least as a spectator who starts the process of play and is involved in it to some extent.

    “According to them, all videogames are more or less games, they need player at least as a spectator who starts the process of play and is involved in it to some extent”
    Quote in the paperSubstantial claim1 of 3 sources checked
    • cites Frasca (1999)

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

    • cites Esposito (2005) source

      The definition section calls a videogame a game that we play, supporting the claim that videogames are games and involve a player. But the PLAY section does not say that a spectator can count as the player or that the player starts the process; it instead says players expect to do, not to watch. The indexed passages have no page numbers. (LLM, conf=0.85)

      Experimental — accuracy not yet measured
    • cites Sicart (2009) source
  • Classified as probably not a substantial claim. May combine two claims.

    Premisenone given

    Ludo-hermeneutics interprets videogames as games but prioritizes the game above the player.

    “2) ludo-hermeneutics -with the game as core concept (videogame is interpreted as a game, but the game is prioritized above player)”
    Quote in the paperSubstantial claim1 of 3 sources checked
    • cites Frasca, 1999

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

    • cites Esposito, 2005 source

      The GAME section says that videogames are, before anything else, games, supporting that part of the claim. But the paper does not identify this view as “ludo-hermeneutics” or say that the game takes priority over the player; its definition explicitly includes play, and the AUDIOVISUAL APPARATUS section quotes a view centered on player experience. No page numbers are available in our copy. (LLM, conf=0.87)

      Experimental — accuracy not yet measured
    • cites Sicart, 2009 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Arjoranta focuses on interactivity and temporality as characteristics related to real-time hermeneutics.

    “Instead of it, he focuses on interactivity and temporality as characteristics related to real-time hermeneutics.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Arjoranta, 2011
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Arjoranta mentions different concepts of time as marks of interaction: play time, fictional time, narrative time, story time and dead time.

    “He also mentions different concepts of time as marks of interaction: play time (time span taken to play a game); fictional time (the time that progresses within a game); narrative time (time of narrating the story); story time (time within the story); dead time (time in games that is experienced as dull, repeating and not entertaining).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Arjoranta, 2011
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Let's Plays are often uploaded to video sharing websites such as YouTube and Twitch, where one can subscribe to the Let's Player, leave comments and feedback and message the Let's Player privately.

    “Let's Plays are often uploaded to video sharing websites where one can subscribe to the Let's Player, leave comments and feedback and message the Let's Player privately, such as YouTube and Twitch (Fjællingsdal, 2014: 11 1).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Fjællingsdal, 2014 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    According to Arjoranta, real-time hermeneutics is more concerned with the processes of interpretation that are active when the player plays.

    “According to him, the real-time hermeneutics is more concerned with the processes of interpretation that are active when the player plays.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Arjoranta, 2011
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    In Arjoranta's research different types of 'real time' are used to describe interaction between game and player.

    “In J. Arjoranta's research, different types of”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Arjoranta, 2011
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given

    The game 'Doki Doki Literature Club!' pretends to be a simple visual novel with plot influence through poetry-writing choices and transforms into psychedelic horror after one of the plot twists.

    “Pretending to be a simple visual novel with possibility of influence on the plot through the choices in poetry writing, it transforms into psychedelic horror after one of the plot twists.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingnone given

    In 'Doki Doki Literature Club!' the player may delete characters in each act, which leads to changes in the game process and game behavior.

    “Player may delete characters of the game in each acts of game and it will lead to the changes in game process and game behavior.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    In 'Doki Doki Literature Club!' rule-breaking actions are not inevitable or compulsive for the player, but the developers accounted for the possible desire to break the game process or examine game files.

    “These actions are not inevitable or compulsive for the player; however, the developers accounted possible player's desire to break the game process or to examine game files that are usually compiled or hidden to be inaccessible for player.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given

    In the 'Souls' series some equipment and new items may be obtained only during the second playthrough ('new game+').

    “some equipment and new items may be obtained only during the second playthrough, so-called”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing), S4 (based).

    Findingnone given

    In 'Pathologic' the third game plot ('the path of Changeling') is available only after finishing the first ('the path of Bachelor') or the second ('the path of Haruspex').

    “in”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning

    Videogames presented a conflict between narrative and gameplay, since classical narrative tends to fixed pre-determined structures and gameplay is based on interactivity.

    “Videogames presented a conflict between narrative and gameplay, since classical narrative tends to fixed pre-determined structures and gameplay is based on interactivity.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationreasoning

    Understanding videogame as an unchangeable system where the player exists as a part of a game excludes many genres from the possibility of interpretation.

    “However, understanding videogame as an unchangeable system where player exists as a part of a game excludes many genres from the possibility of interpretation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Game hermeneutics is a more traditional type of hermeneutics, interested in games as objects that need to be interpreted in certain historical contexts.

    “Game hermeneutics is a more traditional type of hermeneutics, interested in games as objects that need to be interpreted in certain historical contexts.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Arjoranta, 2015: 59

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

  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The role of the player in visual novels reduces to the role of passive or active reader who has little freedom of actions.

    “The role of the player in such games reduces to the role of passive or active reader who has little freedom of actions.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Studies of videogames on the base of the game concept usually start with ideas of Johan Huizinga.

    “Studies of videogames on the base of game concept usually start with ideas of Johan Huizinga.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huizinga, 1949

      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).

    Interpretationreasoning

    Some visual novels need to be interpreted in certain historical and social context, but without paying much attention to the game nature of videogames.

    “Some visual novels need to be interpreted in certain historical, social context, but without paying much attention to the game nature of videogames.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    This position emphasizes the player as a part of the game system, an agent partly definable by the role the game affords, and as a condition framed by the game's affordances and therefore as an integrated part of game.

    “This position has sometimes been construed as a focus on the formal aspects of play, but it would be more accurate to see it as an emphasis on the player as a part of the game system, an agent partly definable by the role the game affords, and as a condition framed by the game's affordances and therefore as an integrated part of game (Wolf, Perron, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wolf, Perron, 2014

      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 is always the fusion of horizons supposedly existing by themselves.

    “Understanding is always the fusion of these horizons supposedly existing by themselves (Gadamer, 2004: 305).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 2004: 305

      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, and with it the hermeneutic circle, becomes a condition for the possibility of human experience and inquiry.

    “Understanding, and with it the hermeneutic circle, becomes a condition for the possibility of human experience and inquiry (Hoy, 1982: 7).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Hoy, 1982: 7

      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

    Previous understanding in general becomes a part of horizon for further interpreting.

    “Previous understanding in general becomes a part of horizon for further interpreting.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisenone given

    The player in videogames is not only an interpreter, as in literary works or films, but an actor in the virtual world of the game.

    “The player is not only an interpreter, as he is in case of interaction with literary works or films, he is an actor in the virtual world of the game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Premisenone given

    Videogames differ from other media by their interactivity and specific relations between game and player.

    “Videogames are complex contemporary phenomenon that differs from other media with its interactivity and specific relations between game and player.”
    • Also stated in: § Introduction · plain
      “Videogames are different from other media, particularly because of the specific role of player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    In hermeneutics, not only documents, literary texts and scriptures can be called texts, but also symbols, rituals, practices and customs, myths, structures of power, kinship and social set-ups, and many more besides.

    “Today, not only documents, literary texts and scriptures can be called texts, but also symbols, rituals, practices and customs, myths, structures of power, kinship and social set-ups, and many more besides (Demeterio, 2001).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Demeterio, 2001

      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

    The absence of a common hermeneutic methodology makes it hardly possible to interpret videogames and understand the specific features of interpretation by player, spectator and developer.

    “The absence of common methodology, especially hermeneutic methodology, makes it hardly possible to deal with the interpretation of videogames and understanding of specific features of interpretation of games by player, spectator and developer.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Videogames contain messages that are perceived by players and can remain misunderstood or unnoticed.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Modern games try to address the narrative-gameplay conflict through branching, non-linearity and stories with multiple endings which depend on the player choices.

    “Modern games try to address this issue though branching, non-linearity and stories with multiple endings which depends on the player choices (Yolanda, 2016: 7).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Yolanda, 2016: 7

      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), S4 (based). May combine two claims.

    Premisenone given

    Videogames formed the possibility for communication and cooperation between players inside the game world and for creation of virtual societies with their own politics, economics, ethical rules and moral norms, which separates them from all other media.

    “namely videogames were the phenomenon which formed a possibility for communication and cooperation between players inside the game world, for creation of virtual societies with their own politics, economics, ethical rules and moral norms, which separates them from all other media.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given

    There are non-verbal videogames, games without words used in the game process, in which language is used only in the main menu and is not involved in gameplay.

    “There are non-verbal videogames, games without words used in game process.In such games language is used only in main menu and is not involved in gameplay.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation

    Reinterpretation is different from first-time interpretation because of previous experience of fusion of horizon.

    “The alternative interpretations appear not only because of changes of the reader; reinterpretation is different from the first-time interpretation because of previous experience of fusion of horizon.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    Not only players, who interpret games with the view of winning, but also spectators and developers can interpret videogames differently because of different positions and influence on interpretation of each other.

    “Not only players, who interpret games with the view of winning, but also spectators and developers can interpret videogames differently because of different positions and influence on interpretation of each other.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Premisenone given

    There are several approaches to hermeneutic interpretation of videogames, but they give different answers to questions of relations of game and player and emphasize different aspects of understanding.

    “There are several approaches to hermeneutic interpretation of videogames.However, they give different answers to questions of relations of game and player and emphasize different aspects of understanding.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Procedural hermeneutics interprets videogames as procedural systems and does not consider the importance of player's actions and the possibility of breaking rules.

    “3) procedural hermeneutics -with rules as core concept (videogame is interpreted as procedural system; this approach does not consider the importance of player's actions and possibility of breaking rules)”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Bogost, 2008
    • cites Sicart, 2011
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given

    There is still no generally used definition of videogame.

    “There is still no generally used definition of videogame.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisenone given

    Real-time hermeneutics interprets videogames as interactive systems and states the particular role of the player, distinguishing it from the role of the spectator.

    “4) real-time hermeneutics -with interactivity as core concept (videogame is interpreted as interactive system; this approach states the particular role of player and distinguishes it from the role of spectator)”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given

    Videogames create a plurality of worlds that exist and change with player's actions.

    “They create a plurality of worlds existing changing with player's actions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    In visual novels, the more complicated the plot and the more massive the novel, the number of possible options increases.

    “The more complicated the plot is and the more massive the novel is, the number of possible options increases.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    In the hermeneutic philosophy of Martin Heidegger and Hans-Georg Gadamer, the hermeneutic circle becomes a fundamental principle of man's understanding of his own nature and situation.

    “Whereas in earlier hermeneutics the circle is used primarily to describe the understanding of texts, in the hermeneutic philosophy of Martin Heidegger and Hans-Georg Gadamer the circle becomes a fundamental principle of man's understanding of his own nature and situation.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Hoy, 1982: 7

      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).

    Interpretationnone given

    Ludo-hermeneutics considers the player as an actor with a more important role than simple observing.

    “This approach considers player as actor, who has more important role to play in videogame than simple observing.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given

    For videogames, especially multiplayer games, feedback given by players is extremely important, shows the level of understanding of the product by users and provides changes in games.

    “For videogames, especially multiplayer games, feedback given by players is extremely important, it shows the level of understanding of product by users and provides changes in games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    The real subject of the game is not the player but instead the game itself.

    “The real subject of the game (this is shown in precisely those experiences in which there is only a single player) is not the player but instead the game itself”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 2004: 106

      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), S4 (based).

    Interpretationnone given

    In the case of videogames, problems of the philosophy of language are the same as in the case of other texts.

    “The great attention in hermeneutics is paid to problems of language, however, in case of videogames problems of the philosophy of language are the same as in case of other texts.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    The Let's Play phenomenon is excluded from the process of comprehensive understanding because of the absence of hermeneutic conceptualization.

    “One of the phenomena that is excluded from the process of comprehensive understanding because of the absence of hermeneutic conceptualization is Let's Play phenomenon.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    The narrative spiral builds up an intersubjective gameworld common to any possible player, whereas the hermeneutic spiral ties the gameworld to the real world.

    “Narrative spiral builds up an intersubjective gameworld, that is common for any possible player and where different types of actors are defined by their relations to other actors, whereas hermeneutic spiral does not simply tell something about gameworld but ties it somehow to the real world.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    The rules shape not only the process but also the meaning of videogames.

    “He argues that the rules shape not only the process, but also the meaning of videogames”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Bogost, 2008: 121
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning

    Let's Play spectators are able to impact the player's interpretation with their comments, reactions and responses.

    “Let's Play spectators are also able to impact on player's interpretation with their comments, reactions and responses.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    Let's Plays provide communication between players, player and spectators, and even player and developers.

    “They provide communication between players, player and spectators and even player and developers.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    Both cycles consist of circles of interpretation and together form a new hermeneutic circle whose part is the previous understanding of both cycles and whose whole is the videogame in general.

    “Both cycle consist of circles of interpretation, and together they also form a new hermeneutic circle, where a part is previous understanding of both cycles and the whole is the videogame in general.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given

    Procedural hermeneutics pays more attention to the role of the player but centers on the interaction with rule-based non-human Otherness.

    “procedural hermeneutics in general pays more attention to the role of player, but it centers on the interaction with rule-based non-human Otherness -computer or other hardware used for playing videogame.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given

    Ludo-hermeneutics understands the player as an object bound with the game world without any possibility to change it or to act freely.

    “This approach also understands the player as not as subject, but as object bound with game world without any possibility to change it or to act freely.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning

    Arjoranta's approach cannot be considered as temporal hermeneutics because of the explanatory meaning of the different concepts of time.

    “This approach cannot be considered as temporal hermeneutics because of explanatory meaning of the”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    A player who produces a Let's Play shows his opinion and interpretation and thereby impacts spectators.

    “Player who is a producer of Let's Play shows his opinion and his interpretation and, thus, impacts on spectators.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given

    The mentioned hermeneutic approaches cover the most part of the videogame phenomenon.

    “Mentioned hermeneutic approaches cover the most part of the videogame phenomenon.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    The narrative spiral builds up a game's meaning while the hermeneutic spiral introduces a game's significance.

    “Narrative spiral builds up a game's meaning while hermeneutic spiral introduces a game's significance.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given

    It depends on a player's social position how she interprets a game and whether she interprets it at all.

    “It depends on a player's social position how she interprets a game and whether she interprets it at all.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims. The quote only partly states this claim.

    Interpretationnone given

    The mentioned hermeneutic approaches have formed the ground for deep analysis and developed the methodology for research on the sense-making and interpretation of videogames.

    “They have formed the ground for deep analysis and developed the methodology for researches”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given

    The principles of procedural hermeneutics as an independent method were presented by Alexey Salin, who developed them on the base of Bogost's researches as an attempt to find a middle position between proceduralism and its critique.

    “The principles of procedural hermeneutics as independent method were presented by Alexey Salin.He developed these principles on base of I. Bogost's researches as an attempt to find middle position between proceduralism and its critique.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Games are both systems of rules and fictions.

    “Games are thus suggested to be both systems of rules and fictions (Bateman, 2011: 14).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bateman, 2011: 14

      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

    The understanding of a video game can be described as a process that passes through two spirals, a narrative one and a hermeneutic one.

    “The understanding of a video game can be described as a process that passes through two spirals, a narrative one and a hermeneutic one.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    A person not involved in playing may consider the play not serious and spoil the game with such understanding of it.

    “But the person who is not involved in playing may consider it not serious and spoil the game with such understanding of a game.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer

      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), S4 (based).

    Interpretationnone given

    Aarseth states important characteristics of videogames that were disregarded by Arjoranta.

    “E. Aarseth also states important characteristics of videogames that were disregarded by J. Arjoranta.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    In some cases a videogame is aimed at breaking the rules or going beyond the limits of the game process.

    “In some cases videogame is aimed at breaking the rules or going beyond the limits of the game process.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    Understanding a message of a video game requires understanding of the logic of the program confronting the player while she is playing.

    “Understanding a message of a video game requires understanding of the logic of the program confronting the player while she is playing.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    This communication is based on the process of playing videogames and can be considered a particular case of interpretation involving more than one subject.

    “This communication is based on the process of playing videogames and can be considered as particular case of interpretation with involving more than one subject.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    According to Gadamer, the attitude of a player towards a play is particularly serious even if the play is an entertainment.

    “According to H.-G. Gadamer, the attitude of a player towards a play is particularly serious even if the play is an entertainment.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer

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

  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The interpretation of the game may change when it is played by the player, seen in Let's Play form, or seen during interpersonal communication.

    “The interpretation of the game may change when it is played by the player, seen in Let's Play form, seen during the process of interpersonal communication etc.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    Procedural hermeneutics ignores the possibility of the player's attempts to break game rules.

    “Although it considers the role of player, it also ignores the possibility of player's attempts to break game rules.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    This cycle is a specific variation of the hermeneutic circle.

    “This cycle is a specific variation of hermeneutic circle.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    The different concepts of time are all used to represent quantitative criteria of interactivity, experience or perceived information.

    “They all are used to represent quantitative criteria of interactivity, experience or perceived information.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationreasoning

    Game developers need feedback to understand how players interpret their games and how players would like to change games for the better.

    “Game developers need feedback to understand how players interpret their games and how players would like to change games for better.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation

    Another way of understanding videogames is based on dynamics and interactivity as the most important features distinguishing them from other media.

    “Another way of understanding videogames is based on the dynamics and interactivity as the most important features distinguishing them from other media.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given

    The player interprets the game with the aim to win or to achieve the desired goal.

    “The player interprets the game with the aim to win or to achieve the desired goal.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    Modern game developers build their games taking into consideration that the player might want to confront the videogame in general rather than a fictional enemy.

    “Modern game developers build their game with taking into consideration the fact that player might want to confront not the fictional enemy, but all videogame in general.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Some researchers focus attention on the system of rules, including both rules of interaction as external rules and rules of game world as internal, artificial rules.

    “Some researchers focus attention on one of the important parts of games -the system of rules.This includes both rules of interaction as external rules and rules of game world as internal, artificial rules”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Juul, 2005
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The term 'real-time hermeneutics' was first used by Espen Aarseth in his analysis of methodological approaches to game studies.

    “The term”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth, 2003

      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

    The mentioned hermeneutic approaches do not analyze the interaction between player and developer.

    “Mentioned hermeneutic approaches do not analyze an interaction between player and developer.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    The possibility of communication with the developers distinguishes videogames from other media.

    “The possibility of communication with the developers also differs videogames from other media.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Understanding a game requires communication with non-human Otherness.

    “Since understanding a game has a dialogue form, it is claimed that this understanding requires communication with non-human Otherness (Salin, 2018: 7-8).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Salin, 2018

      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), S4 (based).

    Interpretationreasoning

    Such pragmatic interpretation is impossible in the case of other media.

    “Such interpretation is impossible in case of other media.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    Procedural hermeneutics considers the player as a subject who accepts rules as a default or misunderstands them.

    “it considers the player as subject who accepts rules as a default or misunderstands them.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Bogost's methods of understanding are proposed as means of finding and explaining hidden ways of thinking that may influence the player's behavior and attitude towards different phenomena of human life.

    “His methods of understanding are proposed as means of finding and explaining the hidden ways of thinking that may influence on the player's behavior and attitude towards the different phenomena of human life.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost, 2008
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning

    There may be multiple temporal modes of the playing-understanding relationship.

    “There may be multiple temporal modes of playing-understanding relationship.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning

    A player cannot interpret values embodied in procedures of a computer game independently of a visual, audial and/or verbal content of the game.

    “A player cannot interpret values embodied in procedures of a computer game independently of a visual, audial and/or verbal content of the game.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    Several ideas important for game studies were uncovered by these approaches.

    “However, several ideas important for game studies were uncovered by these approaches.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationcitation

    The rules should not be absolutized; if rules are considered the central category that proves the difference of videogames from other media and arts, videogames appear reduced to a simple rule-based structure and the role of player and play in general is negated.

    “However, the rules should not be absolutized.In case that rules are considered the central category that proves the difference of videogames from other media and arts, videogames appear reduced to simple rule-based structure and the role of player and play in general is negated.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation

    The idea of the difference of view of player and nonplayer was first mentioned by Gadamer and later transformed by Aarseth.

    “This idea was firstly mentioned by H.-G. Gadamer and, after a while, transformed by E. Aarseth.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Gadamer

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

    • cites Aarseth

      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).

    Interpretationreasoning

    Ludo-hermeneutics laid the foundation for procedural hermeneutics.

    “This approach laid the foundation for forming of the next approach described in our article.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    The logic of the program may sharply differ from what we consider to be human logic.

    “This logic may sharply differ in many ways from what we consider to be a human logic.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Aarseth mentioned the difference between the interpretation of spectator and interpretation of player.

    “E. Aarseth mentioned the difference between the interpretation of spectator and interpretation of player.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth

      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).

    Interpretationcitation

    The existence of critique of proceduralism gave a grounding for the development of procedural hermeneutics as a methodology based on procedural rhetoric but with significant modifications.

    “The existence of such critique of proceduralism gave a grounding for the development of procedural hermeneutics as methodology based on procedural rhetoric but with significant modifications.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    Ludo-hermeneutics prioritizes the game above the player, partially missing the fact that a game cannot exist and cannot be interpreted without player's participation.

    “It prioritize the game above player, partially missing the fact that game cannot exist and cannot be interpreted without player's participation.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: A game cannot exist and cannot be interpreted without player's participation.
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    The idea of the difference of view of player and nonplayer was described but was not conceptualized.

    “This idea was described, but was not conceptualized.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationcitation

    The main task of the player is to win or to get a desired result from the game process, and the view of the player differs from the view of the researcher or spectator.

    “The main task of the player is to win or to get a desired result from the game process; the view of the player differs from the view of researcher or spectator.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    It is impossible to change a written book or produced film in such a way, but in the case of videogames the player often has such an opportunity.

    “It is impossible to change the written book or produced film in such way, but in case of videogames player often has such opportunity.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    Videogames are unique among other media because of the possibility to influence changes in game development or to transform game files / improve the game manually.

    “Videogames are unique among other media because of possibility to influence on the changes in game development or to transform game files / improve the game manually.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Interpretation of basic parts and the integrity formed by them is particularly important for the player to interpret the game and to find the way to win.

    “Interpretation of basic parts and the integrity formed by them is particularly important for player to interpret the game -and to find the way to win.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given

    Interpretation of player, spectator and developer of a videogame vary widely but are all related to one phenomenon.

    “interpretation of player, spectator and developer of a videogame vary widely, but they all are related to one phenomenon”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    For procedural hermeneutics videogames are systems of rules, which reduces them strongly.

    “for procedural hermeneutics videogames are systems of rules, which reduces them strongly”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given

    The general hermeneutic approach interprets videogames close to narratives.

    “general hermeneutic approach interprets videogames close to narratives”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    To understand the whole game, the player should learn to understand different parts of the game: game mechanics, rules of interaction and the possibility of breaking them, and connections between single actions and their results.

    “To understand the whole game, player should learn to understand different parts of game: game mechanics, rules of interaction and possibility of breaking them, connections between single actions and their results etc.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationnone given

    The hermeneutic approaches represented in the article cover the most part of understanding of videogames, but there are still perspectives for further research.

    “Hermeneutic approaches represented in this article cover the most part of understanding of videogames, however, there still are perspectives for further researches.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    The situation of breaking the game is insufficiently studied.

    “The situation of breaking the game is also insufficiently studied.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning

    The presented approaches cannot describe the situation in which the player goes beyond game limits, so it is not possible to understand how the player interprets the game in this case.

    “presented approaches cannot describe the situation in which player goes beyond game limits, so it is not possible to provide understanding how the player interprets the game in this case.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The process of understanding of a videogame is multiaspect.

    “Thus, the process of understanding of a videogame is multiaspect.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Understanding of parts forms general understanding of the game as an integrated phenomenon.

    “And understanding of parts forms general understanding of the game as an integrated phenomenon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    The player is an interpreter different from a reader or spectator because of the possibility of interaction and the existence of specific purposes: to win or achieve a desired goal.

    “The player is an interpreter that is different from reader or spectator because of possibility of interaction and the existence of specific purposes: to win or achieve a desired goal.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    In connection with videogames the problem of hermeneutics transforms into how videogames are interpreted by the player and how their interpretation differs from the interpretation of other texts.

    “in connection with videogames the problem of hermeneutics transforms as follows: how videogames are interpreted by player and how their interpretation differs from interpretation of other texts.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    The player can be considered a non-scientific researcher who interprets videogames in a doubled way, and developers are specific subjects of game interaction who establish rules and regulate their changes.

    “So, player can be considered a non-scientific researcher who interprets videogames in doubled way, and developers are specific subjects of game interaction who establish rules, provide and regulate their further changes.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    Videogames are a complex phenomenon which requires specific methods of analysis and interpretation.

    “Videogames are complex phenomenon which requires specific methods of analysis and interpretation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    The player interprets the game with the aim to win and at the same time analyzes advantages and disadvantages of the game process, problems, mechanics, localization and graphic bugs.

    “Player interprets game in usual way with the aim to win, and, at the same time, player analyzes advantages and disadvantages of game process, problems occurred in process of playing, disadvantages of mechanics, localization, graphic bugs etc.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    The process of reinterpretation and the phenomenon of replayability remain undiscovered.

    “The process of reinterpretation and the phenomenon of replayability also remain undiscovered.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    All mentioned approaches center on games and pay less attention to the figure of the player.

    “All mentioned approaches center on games and pay less attention to the figure of player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given

    Communication with game developers is also a specific situation of understanding and interpretation.

    “The communication with game developers is also specific situation of understanding and interpretation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    These items may change interpretation of the game because they add new information about the game world or new possible game mechanics.

    “These items may also change interpretation of the game because they add new information about the game world or new possible game mechanics.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    Videogames embody and represent the hermeneutic circle in its broad sense.

    “Videogames embody and represent the hermeneutic circle in its broad sense.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given

    In the case of real-time hermeneutics, videogames are considered as a specific phenomenon with interactivity in its core.

    “in case of real-time hermeneutics, videogames are considered as specific phenomenon with interactivity in its core.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given

    Ludo-hermeneutics considers videogames as games first of all and builds the understanding on this ground.

    “ludo-hermeneutics considers videogames as games first of all and builds the understanding on this ground”
    Quote in the paperSubstantial claim
119 of 119
  • The paper relies on this without support.

    Videogames contain messages that are perceived by players and can remain misunderstood or unnoticed.

    “Videogames are not only a way of entertainment, some of them contain messages that are perceived by player.These messages also might remain misunderstood or unnoticed.”
  • The paper relies on this without support.

    A game cannot exist and cannot be interpreted without player's participation.

    “It prioritize the game above player, partially missing the fact that game cannot exist and cannot be interpreted without player's participation.”
2 of 2

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.

  • Hoy citation year differs from the reference entry

    Minor

    The text cites Hoy as a 1982 publication, but the corresponding reference lists 1978.

1 of 1

Cites

Flagged first, then by citations

Research works printed but not linked: 15

  1. Yolanda, M. W. (2016). Procedural plot generation in video- games to extend the player's agency in narrative (Bachelor's thesis). Departament d'Enginyeria i Ciè ncia dels Computadors, Universitat Jaume I, Castelló de la Plana, Valencia, Spain.
  2. Arjoranta, J. (2015). Real-Time Hermeneutics Meaning-Ma- king in Ludonarrative Digital Games (PhD thesis). The Depart- ment of art and Culture Studies, University of Jyväskylä, Jyväskylä, Finland.
  3. Leino, O. T. (2010). Emotions in play: On the constitution of emotions in solitary computer game play (PhD thesis). University of Copenhagen.
  4. Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 117-140. doi: 10.1162/dmal.9780262693646.117. · DOI
  5. Salin, A. V. (2018). Principles of Procedural Hermeneutics. The Philosophy of Computer Games Conference. Copenhagen.
  6. Bleicher J. Contemporary hermeneutics: Hermeneutics as method, philosophy, and critique. London: Routledge & Kegan Paul, 1980. 288 p.
  7. Esposito N. A Short and Simple Definition of W hat a Video Game Is. Proceedings of DiGRA 2005 (Changing Views: Worlds in Play). Vancouver (Canada), 16-20 juin., Canada, 2005.
  8. Sicart M. The Ethics of Computer Games. Cambridge, MA: MIT Press, 2009. 264 p. Соціальна філософія ISSN 1728-9343 (Print) ISSN 2411-3093 (Online)
  9. Egenfeldt-Nielsen S., Smith J. H., & Tosca S. P. Understanding Video Games: The Essential Introduction (2nd ed.). Routledge, New York, NY, 2012. 336 p. Huizinga J. Homo Ludens: A Study of the Play-Element in Culture. London: Routledge & Kegan Paul, 1949. 220 p. Leino O. T. Emotions in play: On the constitution of emotions in solitary computer game play: PhD thesis / University of Copen- hagen, 2010. 307 p.
  10. Wolf M. J., Perron B. The Routledge companion to video game studies. New York, NY: Routledge, Taylor & Francis Group, 2014. 544 p. Juul J. Half-real: Video Games between Real Rules and. Fictional Worlds. Cambridge MA: The MIT Press, 2005. 255 p. Bateman C. Imaginary Games. Zero Books, John Hunt Publishing Ltd., Winchester, UK. 2011. 311 p. Bogost I. The Rhetoric of Video Games. The Ecology of Ga- mes: Connecting Youth, Games, and Learning / Edited by Katie Олександр Горбань, Київський університет імені Бориса Грінченка (м. Київ, Україна) e-mail: o.horban@kubg.edu.ua, ORCID 0000-0003-2321-5963
  11. Марія Малецька, Київський університет імені Бориса Грінченка (м. Київ, Україна) e-mail: vernaya.lynx@gmail.com, ORCID 0000-0003-3123-9500 ОСНОВНІ ГЕРМЕНЕВТИЧНІ ПІДХОДИ ДО ІНТЕРПРЕТАЦІЇ ВІДЕОІГОР присвячена інтерпретації відеоігор та основним герменевтичним підходам до інтерпретації відео- ігор. Відеоігри -це складний сучасний феномен, який вирізняється серед інших медіа завдяки своїй інтерак- тивності та особливим взаємозв'язкам між гравцем та грою. Відсутність загальноприйнятої методології, зокре- ма герменевтичної, ускладнює інтерпретацію відеоігор та розуміння особливостей інтерпретації гравцем, гля- дачем та розробником ігор. У статті описані ключові концепти герменевтики, важливі для розв'язання постав- лених завдань. У результаті авторами виділено чотири герменевтичні підходи на основі центральних кон- цептів розуміння феномену відеогри: 1) герменевтика гри / загальна герменевтика -без особливого централь- ного концепту (відеогра інтерпретується без урахування її інтерактивності); 2) людо-герменевтика -на основі концепту гри (відеогра інтерпретується як гра, гра вбачається пріоритетнішою за гравця); 3) процедурна герме- невтика -на основі правил як центрального концепту (відеогра інтерпретується як процедурна система; цей не враховує важливість дій гравця та можливість порушувати правила гри); 4) герменевтика реального часу (ріал-тайм герменевтика) -на основі концепту інтерактивності (відеогра інтерпретується як інтерактивна система; підхід зазначає особливу роль гравця та відділяє її від ролі глядача). Надано детальну характе- ристику зазначених підходів. Виокремлено можливість множинності інтерпретаторів відеоігор: не лише гравці, , відеогра; герменевтика; людо-герменевтика; процедурна риторика; процедурна герме- невтика; герменевтика реального часу; інтерпретація. Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. P. 117-140. doi: 10.1162/dmal.9780262693646.117. · DOI
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Cited by

Sorted by citations

Authors
Horban, O., & Maletska, M.
Affiliations
Borys Grinchenko Kyiv Metropolitan University (UA)
Venue
Skhid
Published
2019-11-01
Volume
0
Issue
5(163)
Pages
5-12
ISSN
  • 1728-9343 (ISSN-L)
  • 2411-3093
OpenAlex
W2991032876
Cited by
4
References
24
Citations by year
2024: 1 · 2022: 3
FWCI
1.50
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • Skhid (publishedVersion, cc-by-nc-nd)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Philosophy › Hermeneutics and Narrative Identity
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Literary Theory and Cultural Hermeneutics
Keywords
hermeneutics, interactivity, player roles, game rules, spectators, game developers

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