Cited by 7Digital Games and MediaEducational Games and GamificationCybernetics and Technology in Society

Just a Cyberplace The rules in videogames: between Ontology and Epistemology

Open access
Mosca, Ivan·2011·DiGRA Digital Library

Abstract

In this essay you will find a theory about the relation of videogames and rules. The analysis illustrates the Social Ontology Project founded by John Searle and introduces some new concepts, such as Gameframe, Cyberplace and Interactive Figmentum. After some theoretical arguments you will find a double grill to categorize player types regarding to rules.

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Crossref · 10.26503/dl.v2011i1.533

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  • Game scholars seem conflicted on whether computers can be said to follow rules.

    “Game scholars seem conflicted on whether computers can be said to follow rules.”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Mosca, 2011

  • Scholars with a more social scientific approach seem to see rules as something people follow, with computers doing something else.

    “Scholars with a more social scientific approach seem to see rules as something people follow, with computers doing something else (e.g., Deterding, 2013, pp. 166-167; Mosca, 2011, p. 8).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Mosca, 2011

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Research works printed but not linked: 17

  1. Markku Eskelinen and Raine Koskimaa (eds.), Cybertext Yearbook 2000, University of Jyväskylä, 2000
  2. AARSETH, E. Cybertext: Perspectives on Ergodic Literature, Hopkins University Press, 1997
  3. CONSALVO, M. Cheating. Gaining Advantage in Videogames, MIT Press, 2007
  4. CRAWFORD, C. The Art of Computer Game Design, McGraw-Hill/Osborne Media, Berkeley, 1984
  5. DETERDING, S. The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory, Proceedings of DiGRA Conference, London, 2009
  6. GALLOWAY, A. R. Gaming: Essays on Algorithmic Culture, University of Minnesota Press, 2006
  7. GUALENI, S. What is it Like to be a (Digital) Bat?, Proceedings of the Philosophy of Computer Games Conference, Gameology 2.0, 2011
  8. JUUL, J. Half-Real: Video Games between Real Rules and Fictional Worlds, MIT Press, 2005 --17 -- KELSEN, H. Reine Rechtslehre. Einleitung in die rechtswissenschaftliche Problematik, Wien, 1934
  9. KRIPKE, S. Wittgenstein on Rules and Private Language, Basil Blackwell, Oxford, 1982
  10. MOOR, J. H. Three Myths of Computer Science, "British Journal for the Philosophy of Science" 29, 3, 1978: 213 -222
  11. MOSCA, I. To be AND not to be, that is the Quest. Ontology of rules in computer-based games, Proceedings of the Philosophy of Computer Games Conference, Gameology 2.0, Athens, 2011b MOSCA, I I giochi e le regole 3. Ruolo, simulazione e arbitraggio, "Tangram", 25, IX, 2011a MOSCA, I. I giochi e le regole 2. Tempo e vittoria, "Tangram", 24, VIII, 2010c
  12. RAWLS, J. Two Concepts of Rules, in S. Freeman Collected Papers, Harvard University Press, 1999
  13. ROSS, A. Legal Norms and Norm of Chess, in "Österreichische Zeitschrift für öffentliches Recht", 8 (1957-1958), new edition in Ross, A. On Law and Justice, Stevens and Sons, London, 1958
  14. SALEN, K. and ZIMMERMANN, E. Rules of Play: Game Design Fundamentals, MIT Press, 2003
  15. SEARLE, J. The Construction of Social Reality, Free Press, 1995
  16. SUITS, B. 1978 The Grasshopper: Games, Life and Utopia, Broadview Press, 2005
  17. WIENER, N. Cybernetics. Or Control and Communication in the Animal and the Machine, MIT Press, 1948

Authors
Mosca, I.
Affiliations
University of Turin (IT)
Corresponding author
Mosca, Ivan
Venue
DiGRA Digital Library
Published
2011-01-01
Volume
6
ISSN
2342-9666
OpenAlex
W2188550757
Cited by
7
References
0
Citations by year
2024: 1 · 2018: 1 · 2016: 1 · 2014: 3 · 2013: 1
FWCI
3.50
Type
conference paper
Language
en
Open access
Locations
  • Institutional Research Information System University of Turin (University of Turin) (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
  • Social Sciences › Arts and Humanities › History and Philosophy of Science › Cybernetics and Technology in Society
Keywords
video games, rules, John Searle, ontology, epistemology, player types, categorization

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