Just a Cyberplace The rules in videogames: between Ontology and Epistemology
Open accessAbstract
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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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
- Markku Eskelinen and Raine Koskimaa (eds.), Cybertext Yearbook 2000, University of Jyväskylä, 2000
- AARSETH, E. Cybertext: Perspectives on Ergodic Literature, Hopkins University Press, 1997
- CONSALVO, M. Cheating. Gaining Advantage in Videogames, MIT Press, 2007
- CRAWFORD, C. The Art of Computer Game Design, McGraw-Hill/Osborne Media, Berkeley, 1984
- DETERDING, S. The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory, Proceedings of DiGRA Conference, London, 2009
- GALLOWAY, A. R. Gaming: Essays on Algorithmic Culture, University of Minnesota Press, 2006
- GUALENI, S. What is it Like to be a (Digital) Bat?, Proceedings of the Philosophy of Computer Games Conference, Gameology 2.0, 2011
- 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
- KRIPKE, S. Wittgenstein on Rules and Private Language, Basil Blackwell, Oxford, 1982
- MOOR, J. H. Three Myths of Computer Science, "British Journal for the Philosophy of Science" 29, 3, 1978: 213 -222
- 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
- RAWLS, J. Two Concepts of Rules, in S. Freeman Collected Papers, Harvard University Press, 1999
- 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
- SALEN, K. and ZIMMERMANN, E. Rules of Play: Game Design Fundamentals, MIT Press, 2003
- SEARLE, J. The Construction of Social Reality, Free Press, 1995
- SUITS, B. 1978 The Grasshopper: Games, Life and Utopia, Broadview Press, 2005
- WIENER, N. Cybernetics. Or Control and Communication in the Animal and the Machine, MIT Press, 1948
Cited by
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Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
- 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
- gold
- doi.org
- 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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