Cited by 159Digital Games and MediaEducational Games and GamificationArtificial Intelligence in Games

A Short and Simple Definition of What a Videogame Is

Open access
Esposito, Nicolas·2005·DiGRA Digital Library

Abstract

Videogames have been studied seriously only for a few years. So, we can wonder how we could use the recent academic works to approach new design methods. This article proposes a first step: a short and simple definition of what a videogame is, this definition being connected with existing academic works about game, play, interactivity, and narrative. The definition is: A videogame is a game which we play thanks to an audiovisual apparatus and which can be based on a story. The article also shows what the videogame heritage teaches us about what a videogame is.

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Registry

Crossref · 10.26503/dl.v2005i1.177

Cites

1 of 1 references verified0 citation errors · 0 not checkable

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  • 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”

    From Basic hermeneutic approaches to interpretation of videogames (2019) · cites this paper as Esposito (2005)

    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
  • 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)”

    From Basic hermeneutic approaches to interpretation of videogames (2019) · cites this paper as Esposito, 2005

    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
  • 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.”

    From Basic hermeneutic approaches to interpretation of videogames (2019) · cites this paper as Esposito (2005)

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Cites

Flagged first, then by citations

Research works printed but not linked: 22

  1. Aarseth, E. Computer Game Studies, Year One. Game Studies, 1(1), 2001. http://www.gamestudies.org/0101/editorial.html
  2. Avedon, E. M. & Sutton-Smith, B. (eds). Study of Games. John Wiley & Sons, 1971.
  3. El-Nasr, M. S. Interactive Narrative Architecture based on Filmmaking Theory. International Journal of Intelligent Games & Simulation, 3(1), 96-10, 2004.
  4. Esposito, N. Émulation et conservation du patrimoine culturel lié aux jeux video. Proceedings of ICHIM 04 (Digital Culture and Heritage), 2004. http://www.ichim.org/ichim04/contenu/PDF/3391_Esposito.pdf
  5. Frasca, G. Simulation versus Narrative. In Wolf, M. J. P. & Perron, B. (eds), The Video Game Theory Reader, Routledge, 2003.
  6. Frasca, G. Videogames of the Oppressed. In Wardrip-Fruin, N. & Harrigan, P. (eds), First Person, MIT Press, 2004.
  7. Huizinga, J. Homo Ludens. Beacon Press, 1955.
  8. Juul, J. Games Telling stories? Game Studies, 1(1), 2001. http://www.gamestudies.org/0101/juul-gts/
  9. Juul, J. Introduction to Game Time. In Wardrip-Fruin, N. & Harrigan, P. (eds), First Person, MIT Press, 2004. http://www.electronicbookreview.com/v3/servlet/ebr?essay_id=juul&command=view_essay
  10. Kent, S. L. The Ultimate History of Video Games. Tree Rivers Press, 2001.
  11. Kline, S., Dyer-Witheford, N. & De Peuter, G. Digital Play. McGill-Queen's University Press, 2003.
  12. Kramer W. What Is a Game? The Game Journal, December, 2000. http://www.thegamesjournal.com/articles/WhatIsaGame.shtml
  13. Kücklich, J. Literary Theory and Computer Games. Proceedings of the 1st Conference on Computational Semiotics for Games and New Media (COSIGN, 2001), 51-58, 2001. http://www.cosignconference.org/cosign2001/papers/Kucklich.pdf
  14. Kuecklich, J. Other Playings -Cheating in Computer Games. Proceedings of the Other Players conference, 2004. http://www.itu.dk/op/papers/kuecklich.pdf
  15. Lindley C. The Gameplay Gestalt, Narrative, and Interactive Storytelling. Proceedings of the Computer Games and Digital Cultures Conference, 2002. http://zerogame.tii.se/pdfs/CGDClindley.pdf
  16. Newman, J. Videogames. Routledge, 2004.
  17. Pearce, C. Towards a Game Theory of Game. In Wardrip-Fruin, N. & Harrigan, P. (eds), First Person, MIT Press, 2004. http://www.electronicbookreview.com/v3/servlet/ebr?essay_id=pearce&command=view_essay
  18. Ryan, M.-L. Beyond Myth and Metaphor. Game Studies, 1(1), 2001. http://www.gamestudies.org/0101/ryan/
  19. Salen, K. & Zimmerman, E. Rules of Play. MIT Press, 2003.
  20. Sellers, J. Arcade Fever. Running Press, 2001.
  21. Zimmerman, E. Narrative, Interactivity, Play, and Games. In Wardrip-Fruin, N. & Harrigan, P. (eds), First Person, MIT Press, 2004. http://www.electronicbookreview.com/v3/servlet/ebr?essay_id=zimmerman&command=view_essay
  22. Wolf, M. J. P. (ed.). The Medium of the Video Game. University of Texas Press, 2001.

Authors
Esposito, N.
Affiliations
Université de Technologie de Compiègne (FR)
Corresponding author
Esposito, Nicolas
Venue
DiGRA Digital Library
Published
2005-01-01
Volume
3
ISSN
2342-9666
OpenAlex
W2158547057
Cited by
159
References
1
Citations by year
2026: 2 · 2025: 11 · 2024: 25 · 2023: 16 · 2022: 19 · 2021: 17 · 2020: 15 · 2019: 16 · 2018: 9 · 2017: 3 · 2015: 6 · 2014: 8 · 2013: 5 · 2012: 2
FWCI
1.29
Type
conference paper
Language
en
Open access
Locations
  • Summit (Simon Fraser University) (submittedVersion)
  • Digital Games Research Association Conference
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, play, interactivity, narrative, game design

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