Do We Need Real-Time Hermeneutics? Structures of Meaning in Games
Open accessAbstract
Games differ from most other forms of media by being procedural and interactive. These qualities change how games create and transmit meaning to their players. The concept of “real-time hermeneutics” (Aarseth 2003) is analysed in order to understand how temporality affects the understanding of games. Temporal frames (Zagal and Mateas 2010) are introduced as an alternative way of understanding time in games.
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Written from the paper’s full text.
TL;DR
The paper argues that games require hermeneutic analysis because they are procedural, interactive, and temporally complex, and that Aarseth’s “real-time hermeneutics” is too simple. It proposes temporal frames (Zagal and Mateas) as a finer-grained way to analyze time and interpretation in games.
Key findings
- Games differ from other hermeneutic objects in three ways: they are procedural systems, interactive, and temporally complex; their procedural nature can change intrinsic properties, making meaning incomplete and inexhaustible.
- “Real-time hermeneutics” is not a single simple concept but a collection of interrelated concepts; “real-time” is not always fast or instantaneous, and there are different speeds of real-time.
- Interactivity is ambiguous and ideological; the paper adopts Jensen’s definition as “a measure of a media’s potential ability to let the user exert an influence on the content and/or form of the mediated communication,” with four sub-concepts: transmissional, consultational, conversational, and registrational interactivity.
- Temporal frames—real-world time, game world time, coordination time, and fictive time—along with Juul’s play time/event time, projection, and dead time, help analyze temporality; player interpretations receive feedback through game success or failure, as when interpreting Koopa Troopa as friendly in *Super Mario Bros.* leads to Mario losing a life.
Methods
- Conceptual/theoretical analysis with no empirical sample or data; it synthesizes hermeneutics, game studies, and media/communication theory.
- Organized around three questions: what interactivity is and how it affects understanding of games; whether “real-time hermeneutics” clarifies meaning-making in games; and how temporality and real-time can be further analyzed.
- Uses illustrative game examples (*Super Mario Bros.*, *World of Warcraft*, *Fable*, *PAC-MAN*) and theoretical sources including Aarseth, Jensen, Kiousis, Zagal and Mateas, Juul, Gadamer, and Weberman.
Limitations
- Stated: the treatment of interactivity is “a very limited view,” though the authors hope it is sufficient for their purposes; not all of Juul’s five distinctions between game time and traditional narratology are considered equally meaningful.
- Evident: there is no empirical data, player sample, or formal testing; the argument relies on conceptual synthesis and illustrative examples.
- Evident: temporal frames are proposed as an alternative but not fully operationalized, and the paper calls for mapping different speeds of real-time.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
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Cites
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Claims the paper makes
0 of 32 cited sources checked · 0 supported · 0 flagged
- Interpretationreasoning
Changes in the structures within games change the meanings games create.
“This in turn changes the meanings games create.”
Quote in the paperSubstantial claim - Interpretationcitation
If we only interpret the audio-visual elements of games, we miss what separates them from other forms of media: their procedural nature.
“If we only interpret the audio-visual elements of games we miss what really separates them from other forms of media: their procedural nature.”
Quote in the paperSubstantial claim - Interpretationreasoning
The procedural and interactive qualities of games change how games create and transmit meaning to their players.
“These qualities change how games create and transmit meaning to their players.”
Quote in the paperNot a substantial claim - Interpretationreasoning
The procedural analysis of games applies in principle to non-digital games, where rules govern play and are the level of detail under examination.
“Although most of what has been written here pertains to digital games, the same applies in principle to non-digital games.”
- Also stated in: § GAMES AS PROCEDURAL SYSTEMS · hedged
“There may not be”
Quote in the paperNot a substantial claim - Also stated in: § GAMES AS PROCEDURAL SYSTEMS · hedged
- Interpretationreasoning
There is no performance by the audience in cinema or literature.
“There is no performance by the audience in cinema or literature 3 .”
Quote in the paperSubstantial claim
- Interpretationreasoning
At the level of actual readers, temporality may in some cases be a hybrid of transient and intransient.
“But if we look at actual readers the temporality may in some cases be a hybrid of these two categories.”
Quote in the paperSubstantial claim - Premisecitation
Interactive experiences do not always have to be 'fast' or in 'real time', as seen in the example of email.
“Furthermore, scholars have pointed out that interactive experiences do not always have to be 'fast' or in 'real time', as seen in the example of email.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kiousis (2002, 369) source
- Interpretationnone given
Games differ as objects of interpretation from other hermeneutic objects in that they are interactive.
“Second, they are interactive.”
Quote in the paperSubstantial claim - Interpretationreasoning
Games differ as objects of interpretation from other hermeneutic objects in that they are temporally complex.
“Third, they are temporally complex.”
Quote in the paperSubstantial claim - Interpretationreasoning
It is not enough to see things as occurring in real-time or not.
“Thus, it is not enough to see things as occurring in real-time or not.”
Quote in the paperNot a substantial claim - Interpretationcitation
There are different speeds of real-time.
“There are different speeds of real-time, and these need to be mapped out to reach an understanding how temporality affects interpretation in procedural systems, e.g.games.”
Quote in the paperSubstantial claim - Interpretationnone given
Games differ as objects of interpretation from other hermeneutic objects in that they are procedural systems.
“Again, how do games differ as objects of interpretation from other hermeneutic objects?First, they are procedural systems.”
Quote in the paperSubstantial claim - Interpretationcitation
As the historical context changes, so does the meaning of the object of understanding.
“As this context changes, so does the meaning.”
Quote in the paperSubstantial claim - Interpretationreasoning
The possibility of improving interpretations is made possible by temporal distance.
“This is made possible by temporal distance.”
Quote in the paperSubstantial claim - Interpretationreasoning
Games as objects of understanding have a meaning that changes with time.
“Games as objects of understanding have a meaning that changes with time.”
Quote in the paperNot a substantial claim - Interpretationreasoning
The second question (player interpretation during the game) is not helped particularly by the observations made on temporal distance.
“The second, however, is not helped particularly by the observations made on temporal distance.”
Quote in the paperSubstantial claim- Rests on an assumption: There is rarely the possibility of temporal distance when playing a game.
- Interpretationcitation
The idea of intrinsic and relational properties has a temporal dimension.
“The idea of intrinsic and relational properties has a temporal dimension.”
Quote in the paperSubstantial claim - Premisecitation
The object of understanding is underdetermined in the sense that at least some of its meaning is determined by the specific historical context (i.e. horizon) in which it is situated.
“The object of understanding is underdetermined in the sense that at least some its meaning is determined by the specific historical context (i.e.horizon) in which it is situated.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Weberman 2000 source
- cites Gadamer 2004
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning
This differentiates games from other hermeneutic objects, which do not have changing intrinsic properties.
“This differentiates games from other hermeneutic objects, which do not have changing intrinsic properties.”
Quote in the paperSubstantial claim - Interpretationreasoning
In some cases, games may be considered as changing in their intrinsic properties, as procedural interaction creates unforeseen results.
“In some cases, games may be considered as changing in their intrinsic properties, as procedural interaction creates unforeseen results.”
Quote in the paperSubstantial claim
- Classified as probably not a substantial claim. 77
- May combine two claims. 39
Probably not a substantial claim: may not pass S4 (based).
Interpretationnone givenGames differ from most other forms of media by being procedural and interactive.
“Games differ from most other forms of media by being procedural and interactive.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationIn order to understand the meanings created by games, it is usually sufficient to consider the level of mechanics or procedures.
“But in order to understand the meanings created by games, it is usually sufficient to consider the level of mechanics or procedures (Wardrip-Fruin 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Wardrip-Fruin 2009 source
Classified as probably not a substantial claim.
InterpretationcitationGames are procedural systems: systems with internal logics based on algorithms.
“Games are not just any kinds of systems: they are procedural systems.”
- Also stated in: § GAMES AS PROCEDURAL SYSTEMS · plain
“The internal logics of games are based on algorithms, which create changes in the structures within games.”
Quote in the paperSubstantial claim- Also stated in: § GAMES AS PROCEDURAL SYSTEMS · plain
Classified as probably not a substantial claim.
PremisecitationThe meaning of games is in part a function of the ideas of those who think about them.
“There is overwhelming evidence in all this that the meaning of games is, in part, a function of the ideas of those who think about them.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Avedon and Sutton-Smith (1971, 438) source
Probably not a substantial claim: may not pass S2 (checkable).
PremisecitationGames can be seen as interactive systems.
“As shown earlier, and argued more thoroughly by e.g.Crookall et al (1987), Aarseth (1997) and Salen and Zimmerman (2004) games can be seen as interactive systems 1 .”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites Crookall et al (1987)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Aarseth (1997) source
- cites Salen and Zimmerman (2004)
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). May combine two claims.
InterpretationreasoningThe frames enable diverse fusions of different categories of time, which may then be used in creating a more fine-grained framework of temporality.
“The frames enable diverse fusions of different categories of time, which may then be used in creating a more fine-grained framework of temporality.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe four temporal frames used in analysing time in video games are real-world time, game world time, coordination time, and fictive time.
“The four temporal frames used in analysing time in video games are real-world time, game world time, coordination time, and fictive time (Zagal and Mateas 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Zagal and Mateas 2010
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).
PremisecitationJensen separates three forms of interaction in sociology, communications, and informatics.
“Jensen (1998) separates three different forms of interaction in three different academic fields: sociology, communications and informatics 2 .”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Jensen (1998)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationThe time that progresses within a game is fictional time.
“The time that progresses within a game is fictional time (Juul 2005).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Juul 2005
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).
InterpretationreasoningWhen the passing of physical time in the case of Fable affects the time in the game, it affects game world time.
“When the passing of physical time in the case of Fable affects the time in the game, it affects game world time.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningWhile Aarseth's distinction is qualitative, the question of temporality can also be approached as a quantitative one.
“While Aarseth's distinction is qualitative, we may also approach the question as a quantitative one.”
Quote in the paperNot a substantial claim- Rests on an assumption: Time can be treated as a quantitative substance.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.
InterpretationreasoningThe primary level of temporal frames is the experiential level as this is the level that directly affects the player.
“The primary level of temporal frames is the experiential level as this is the level that directly affects the player.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationMeaning is partly a product of the pre-understandings and opinions of the interpreter; this is true of all objects of interpretation, including games.
“That meaning is partly a product of the pre-understandings and opinions of the interpreter is in no way a controversial hermeneutic statement (e.g.Grondin 1994).This is true of all objects of interpretation, and thus also of games.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Grondin 1994
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).
PremisecitationGenette (1987, 95) analyses different relations between narrative time and story time with formulas: Pause, Scene, Summary, Ellipsis.
“Genette (1987, 95) analyses different relations between these with the following formulas: 6 1. Pause: NT = n, ST = 0. Thus: NT ∞ > ST 2. Scene: NT = ST 3. Summary: NT < ST 4. Ellipsis: NT = 0, ST = n.Thus: NT < ∞ ST”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Genette 1987
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationreasoningA game supports some interpretations and opposes some, though there is not only one possible correct interpretation of the game itself.
“This does not mean that there is only one possible correct interpretation of the game itself, but that the game supports some and opposes some interpretations.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
InterpretationcitationDead time varies from play time and event time by being a category of experience of time, not a category of temporality in the media itself.
“This varies from play time and event time by being a category of experience of time, not a category of temporality in the media itself.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationJuul's concepts of play time and event time can be contrasted with Genette's (1987) concepts of narrative time (time of narrating the story) and story time (time within the story).
“Juul's concepts of play time and event time can be contrasted with Genette's (1987) concepts of narrative time (time of narrating the story) and story time (time within the story) 5 .”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Genette 1987
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).
PremisecitationOne of the ways of analysing temporality is by using separate frames of temporality for different aspects of the game.
“One of the ways of analysing temporality is by using separate frames of temporality for different aspects of the game (Zagal and Mateas 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Zagal and Mateas 2010
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).
PremisecitationPauses are not unique to games: they can also occur (for example) in literature.
“Pauses are not unique to games: they can also occur (for example) in literature (as per Genette 1987).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Genette 1987
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).
InterpretationreasoningThe hardware level is in most cases irrelevant, because the changes happen so fast as to be imperceptible to the player.
“The hardware level is in most cases irrelevant, because the changes happen so fast as to be imperceptible to the player.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningThis highlights the need to separate the experience of time from the passage of (fictional or objective) time, as also Zagal and Mateas (2010) emphasise.
“This highlights the need to separate the experience of time from the passage of (fictional or objective) time, as also Zagal and Mateas (2010) emphasise.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Zagal and Mateas 2010
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
InterpretationcitationGames can either be transient or intransient.
“Games can either be transient or intransient.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationThese frames often co-exist or occur successively, as shown in an example by Zagal and Mateas (2010, 853).
“These frames often co-exist or occur successively, as shown in an example by Zagal and Mateas (2010, 853):”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Zagal and Mateas 2010
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationThird-order dependency is a relationship between exchanged messages, requiring an exchange of information.
“Third-order dependency translates as a relationship between exchanged messages, i.e. reference to earlier transmissions.This condition adds the requirement for an exchange of information, e.g.communication.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kiousis (2002, 372) source
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationJensen's definition relates interactivity to the medium; interactivity is seen as defining the media and the technology used.
“A central element of Jensen's (1998) definition is that it relates interactivity to the medium.Interactivity is seen as defining the media, and thus the technology used.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Jensen (1998)
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), S3 (load-bearing), S4 (based).
Interpretationnone givenAs can be seen from earlier, this relation can be seen as more complex.
“As can be seen from earlier, this relation can be seen as more complex.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
InterpretationreasoningThe interaction happens while the game is played, making the time taken to interpret an important issue.
“The interaction happens while the game is played, making the time taken to interpret an important issue.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationJuul (2004;2005) uses the concept of dead time to describe time in games that is experienced as dull, repeating and not entertaining.
“Additionally, Juul (2004;2005) uses the concept of dead time to describe time in games that is experienced as dull, repeating and not entertaining.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Juul 2004;2005
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationGames are an interactive media in the sense of interactivity.
“This is in line with what Jensen (1998) writes: games are an interactive (in the sense of interactivity) media.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Jensen (1998)
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 givenState changes can happen on the hardware level, game world level, and real-world level.
“State changes can happen on the hardware level, game world level, and real-world level.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningIn texts where the time limit is sufficiently prolonged, the reader may never experience the limit; such texts are theoretically transient but intransient for all practical intents and purposes.
“In texts where the time limit is sufficiently prolonged the reader may never experience the limit.These texts are theoretically transient, but intransient for all practical intents and purposes.4”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
Interpretationnone givenInteractivity has many interconnected meanings, many of which are ideological.
“Interactivity has many interconnected meanings, many of which are ideological.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningIn games, the interpretations a player makes during the game influence his or her actions and subsequently success in the game.
“The interpretations a player makes during the game influence his or her actions, and subsequently, success in the game.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
PremisecitationAarseth claims that a game requires analysis practiced as performance, with direct feedback from the system, a dynamic real-time hermeneutics that lacks a corresponding structure in film or literature.
“While the interpretation of a literary or filmatic work will require certain analytical skills, the game requires analysis practiced as performance, with direct feedback from the system.This is a dynamic, real-time hermeneutics that lacks a corresponding structure in film or literature.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Aarseth (2003, 5)
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).
InterpretationreasoningThe important exceptions to hardware level irrelevance are hardware freezes and crashes.
“The important exceptions are hardware freezes and crashes.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Interpretationnone givenThese five distinctions seem to be meaningful differences, although not all of them equally so: literature and cinema tend also to be chronological, with exceptions similar to the ones found in games.
“These seem to be meaningful differences, although not all of them equally so: literature and cinema tend also to be chronological, with exceptions similar to the ones found in games.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationAccording to Juul (2005, 160) there are five important distinctions between the categories of time he uses and the categories of traditional narratology.
“According to Juul (2005, 160) there are five important distinctions between the categories of time he uses and the categories of traditional narratology:”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Juul 2005
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationreasoningGames are in constant procedural change and in interaction with their players, which affects how they can be interpreted.
“The fact that games are in constant procedural change and in interaction with their players affect how they can be interpreted.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Interpretationnone givenThese four temporal frames relate mostly to the experiential level, but there is some blurring of categories, as some also refer to the real-world level.
“These relate mostly to the experiential level, but there is some blurring of categories, as some also refer to the real-world level.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationThere are different speeds of interactive, which may still be seen as happening in real-time - just not very quickly.
“There are different speeds of interactive, which may still be seen as happening in real-time -just not very quickly.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningAbstract games have game world time (A happens before B), but do not necessarily have fictive time, e.g. narrative.
“Abstract games have game world time (A happens before B), but do not necessarily have fictive time, e.g.narrative.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone givenThe passing of time affects the player and through him or her, the game.
“The passing of time affects the player and through him or her, the game.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationInteraction requires communication, but not the other way around.
“Interaction requires communication, but not the other way around.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Jensen (1998)
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), S3 (load-bearing). May combine two claims.
InterpretationreasoningThe distinction between abstract games and games that contain a fictional narrative is important, but this can further be elaborated with the temporal frames presented earlier.
“The distinction between abstract games and games that contain a fictional narrative is important, but this can further be elaborated with the temporal frames presented earlier.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningThe quantitative approach to temporality is relevant when examining game temporality.
“It is also relevant when examining game temporality.”
Quote in the paperNot a substantial claim- Rests on an assumption: Time can be treated as a quantitative substance.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationSome games (e.g. Fable, Lionhead Studios 2004) do this more directly, with the passing of physical time directly affecting the game time.
“Some games (e.g.Fable, Lionhead Studios 2004) do this more directly, with the passing of physical time directly affecting the game time.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Fable, Lionhead Studios 2004
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).
InterpretationreasoningThe real-world level changes can relate to the passing of time outside the game, i.e. changes in the context of gaming.
“The real-world level changes can relate, for example, to the passing of time outside the game, i.e. changes in the context of gaming.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationKiousis's definition of interactivity adds third-order dependency and human experience.
“Kiousis (2002, 372) gives a similar definition, but adds two elements, third-order dependency and human experience:”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Kiousis (2002, 372) source
Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningAarseth's categories of temporality are qualities of the text, but the examination can be extended to the level of actual reading.
“Aarseth's categories of temporality are qualities of the text, but it is also possible to extend the examination to level of actual reading.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationcitationIn transient games, things happen if time passes without the player doing anything; in intransient games, they do not.
“If we were to translate Aarseth's conception of transiency to games, it would say that in some games things happen if time passes without the player doing anything (transient), and in some games they do not (intransient).”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationJuul considers games as state machines, with the player initiating changes in the game states that move the game forward.
“He considers games as state machines, with the player initiating changes in the game states that move the game forward.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Juul 2004;2005
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), S3 (load-bearing).
InterpretationcitationThis example shows how these frames interact with the player and each other.
“This example shows how these frames interact with the player and each other.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationZagal and Mateas (2010) use this framework to show that the simple distinction of real-time-turn-based is not sufficiently analytical.
“Zagal and Mateas (2010) use this framework to show that the simple distinction of real-time-turn-based is not sufficiently analytical.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Zagal and Mateas 2010
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 givenGames may contain systems for limiting player actions in order to keep them synchronised.
“Games may contain systems for limiting player actions in order to keep them synchronised.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationInteraction in informatics relates to human-computer interaction (HCI); interaction takes place when a person operates a machine.
“Interaction in the informatics is related to interaction between people and machines, usually referred to as human-computer interaction (HCI) or man-machine interaction.”
- Also stated in: § Three Forms of Interaction · plain
“In this sense, interaction takes place when a person operates a machine.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Jensen 1998
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Also stated in: § Three Forms of Interaction · plain
Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningGames are also interactive systems: the player must also be taken into consideration.
“However, this is not enough, as games are also interactive systems: the player must also be taken into consideration.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThe question of player interpretation is perhaps better answered with the help of temporal frames.
“This question of player interpretation is perhaps better answered with the help of temporal frames.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThis makes hermeneutic inquiry a necessary part of understanding games.
“This makes hermeneutic inquiry a necessary part of understanding games.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationWeberman discusses the examples of artworks, texts and historical events, but the same applies to games.
“Weberman (2000, 53) discusses the examples of artworks, texts and historical events, but the same applies to games:”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Weberman 2000 source
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThis does not help the player much in forming interpretations during the game.
“Unfortunately, this does not help the player much in forming interpretations during the game.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Interpretationnone givenInterpreting games may contain two different questions of interpretation: first, what is the meaning of the game itself as an object of understanding; and second, what interpretations does the player make during the game.
“However, interpreting games may contain two different questions of interpretation.First, what is the meaning of the game itself as an object of understanding?And second, what interpretations does the player make during the game?”
Quote in the paperSubstantial claim- Rests on an assumption: Players form interpretations during the game.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenTemporal distance gives us a broader horizon of interpretation, enabling better interpretations as time goes by.
“Fortunately, temporal distance gives us a broader horizon of interpretation, enabling better interpretations as time goes by.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningWhen considering the meaning in games, we have to take into consideration their procedural nature, interactivity in its full meaning and their temporality.
“When considering the meaning in games, we have to take into consideration their procedural nature, interactivity in its full meaning and their temporality.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningWhat seems insignificant for us may prove to be important for later researchers.
“What seems insignificant for us may prove to be important for later researchers.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenThe temporality found in games is more complex than it first seems.
“The temporality found in games is more complex than it first seems.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningWhile most objects of interpretation are relatively temporally stable, games change due to their procedural nature.
“While most objects of interpretation are relatively temporally stable, games change due to their procedural nature.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThis requires understanding games as systems that change at the procedural level.
“This requires understanding games as systems that change at the procedural level.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationUnderstanding games as interactive procedural systems is made easier with the distinction made by Weberman (2000) between relational and intrinsic properties.
“Understanding games as interactive procedural systems is made easier with the distinction made by Weberman (2000).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Weberman 2000 source
Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningTheir meaning is never completely exhausted by the interpreter trying to understand the objects in their current context, for it is possible that the context changes, and thus the meaning also changes.
“Their meaning is never completely exhausted by the interpreter trying to understand the objects in their current context, for it is possible that the context changes, and thus the meaning also changes.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningBetter interpretations lead to better gaming, and so players can know if they are misunderstanding by failing to succeed in their goals.
“Better interpretations lead to better gaming, and so players can know if they are misunderstanding by failing to succeed in their goals.”
Quote in the paperSubstantial claim- Rests on an assumption: Better interpretations lead to better gaming.
- Rests on an assumption: Players can know if they are misunderstanding by failing to succeed in their goals.
Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThis is an encouraging conclusion when history is concerned, but not so when considering real-time game hermeneutics.
“This is an encouraging conclusion when history is concerned, but not so when considering real-time game hermeneutics.”
Quote in the paperNot a substantial claim- Rests on an assumption: There is rarely the possibility of temporal distance when playing a game.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenTime gives room for better interpretations to emerge.
“Time gives room for better interpretations to emerge.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningWhile there is no one complete and final interpretation to be made, there is the possibility of improving interpretations.
“While there is no one complete and final interpretation to be made, there is the possibility of improving interpretations.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThis makes the meaning both continually incomplete and inexhaustible.
“This makes the meaning both continually incomplete and inexhaustible.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
InterpretationreasoningThere is also a distinct problem with realtime hermeneutics that is highlighted by the concept of incompleteness.
“There is also distinct problem with realtime hermeneutics that is highlighted by the concept of incompleteness.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThis enables making new interpretations that take into account earlier ones.
“This enables making new interpretations that take into account earlier ones.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningAs time goes by, the context of interpretation widens and new relations enter the picture.
“As time goes by, the context of interpretation widens and new relations enter the picture.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningInstead, the player must rely on different cultural meanings filtered through temporal frames and the fact that games as interactive systems give feedback on the success of interpretations.
“Instead, he or she must rely on different cultural meanings filtered though temporal frames and the fact that games as interactive systems give feedback on the success of interpretations.”
Quote in the paperSubstantial claim- Rests on an assumption: Games as interactive systems give feedback on the success of interpretations.
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThe player affects their operation and therefore their meaning.
“The player affects their operation and therefore their meaning.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThe first question (meaning of the game itself) helps us in understanding games in general, and shows the relevance of hermeneutic inquiry.
“The first question helps us in understanding games in general, and shows the relevance of hermeneutic inquiry.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThis change may be relatively minor, or may lead to drastic changes in the properties of the game (not on the level of code, but on the level of interaction and experience).
“This change may be relatively minor, or may lead to drastic changes in the properties of the game (not on the level of code, but on the level of interaction and experience).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
InterpretationreasoningGames are interactive in two senses: 1) they enable interaction between players i.e. multiplayer games, and 2) they are an interactive media that the user controls.
“Games are interactive in two senses: 1) they enable interaction between players i.e. multiplayer games, and 2) they are an interactive media that the user controls.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThis makes their meaning constantly incomplete; there is no final interpretation of what a game means.
“This makes their meaning constantly incomplete; there is no final interpretation of what a game means.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThis makes interpretations about games difficult - real-time hermeneutics does not seem a simple concept, but a collection of interrelated concepts.
“This makes interpretations about them difficult -real-time hermeneutics does not seem a simple concept, but a collection of interrelated concepts.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
Time can be treated as a quantitative substance.
“This leads us to considering time as a quantitative substance.”
The paper relies on this without support.
Games as interactive systems give feedback on the success of interpretations.
“the fact that games as interactive systems give feedback on the success of interpretations”
The paper relies on this without support.
Better interpretations lead to better gaming.
“Better interpretations lead to better gaming”
The paper relies on this without support.
Players can know if they are misunderstanding by failing to succeed in their goals.
“players can know if they are misunderstanding by failing to succeed in their goals”
The paper relies on this without support.
There is rarely the possibility of temporal distance when playing a game.
“There is rarely the possibility of temporal distance when playing a game.”
The paper relies on this without support.
Players form interpretations during the game.
“what interpretations does the player make during the game?”
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.
Frasca citation year differs from the reference year
MinorThe endnote cites Frasca's work as 2001, but the corresponding reference gives 2000.
“There is also the opposite example of Frasca's (2001) OSGONs (one-session game of narration), games which can be played only once.”
“10. Frasca, G. "Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz?" in Cybertext Yearbook 2000, eds. 11. Eskelinen, M. and Koskimaa, R. University of Jyväskylä, Jyväskylä, 2000.”
Cites
Манович, Л. (2002) · Canadian Journal of Communication · doi:10.22230/cjc.2002v27n1a1280 · Cited by 5,016 · cited 2× · see citing works
“Studying the code would be a case of “software studies” (Manovich 2002), which is valuable in itself in understanding digital objects.”
BackgroundCybernetics, or Control and Communication in the Animal and the Machine.
Adler, F. H. (1949) · doi:10.1001/archopht.1949.00900040671019 · Cited by 3,647
Persuasive Games: The Expressive Power of Videogames
(2008) · Choice Reviews Online · doi:10.5860/choice.46-0096 · Cited by 1,714 · see citing works
Persuasive Games: The Expressive Power of Videogames
Bogost, I. (2007) · doi:10.7551/mitpress/5334.001.0001 · Cited by 1,531 · see citing works
Book Reviews: Half Real: Video Games between Real Rules and Fictional Worlds
Wade, A. R. (2006) · doi:10.1111/j.1467-954x.2006.00631_6.x · Cited by 1,356 · cited 8×
“5 Juul (2005) uses the concepts of discourse time and fictional time, but does not explicitly refer to Genette, citing Chatman (1978) instead.”
BackgroundInfluentialAarseth, E. (1997) · doi:10.56021/9780801855788 · Cited by 1,313 · see citing works
Narrative discourse : an essay in method
Genette, G., Lewin, J. E., & Culler, J. (1980) · Comparative Literature · doi:10.2307/1770890 · Cited by 1,087 · see citing works
Cybernetics, or control and communication in the animal and the machine (2nd ed.).
Wiener, N. (1961) · doi:10.1037/13140-000 · Cited by 1,068 · see citing works
Interactivity: a concept explication
Kiousis, S. (2002) · New Media & Society · doi:10.1177/146144480200400303 · Cited by 666 · cited 5× · see citing works
“What then is meant with interactivity is not self-evident, but rather a complex question with no apparent answer (cf. Kiousis 2002).”
BackgroundInfluentialFirst Person: New Media As Story, Performance, And Game
Wardrip-Fruin, N., & Harrigan, P. (2004) · Choice Reviews Online · doi:10.5860/choice.42-0713 · Cited by 620 · cited 1× · see citing works
“Additionally, Juul (2004; 2005) uses the concept of dead time to describe time in games that is experienced as dull, repeating and not entertaining.”
BackgroundPlaying Research: Methodological approaches to game analysis
Aarseth, E. (2007) · Artnodes · doi:10.7238/a.v0i7.763 · Cited by 413 · see citing works
Interactivity in Society: Locating an Elusive Concept
Bucy, E. P. (2004) · The Information Society · doi:10.1080/01972240490508063 · Cited by 305 · see citing works
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
(2010) · Choice Reviews Online · doi:10.5860/choice.47-4465 · Cited by 297 · cited 4× · see citing works
“It is not enough to see the surface, but one must go deeper and see the processes that create the meaning – to look not just at the stars, but also at the effects that drive them, as Wardrip-Fruin (2009) put it.”
BackgroundInfluentialInteraction Between Text And Reader
lser, W. (1980) · Princeton University Press eBooks · doi:10.1515/9781400857111.106 · Cited by 265 · see citing works
Georges, R. A., Avedon, E. M., & Sutton-Smith, B. (1975) · Western Folklore · doi:10.2307/1499097 · Cited by 244 · see citing works
Introduction to Philosophical Hermeneutics
Warnke, G., Grondin, J.-L., & Weinsheimer, J. (1994) · doi:10.2307/2185708 · Cited by 225
Introduction to Philosophical Hermeneutics
Steeves, J. (1998) · Symposium · doi:10.5840/symposium1998216 · Cited by 206 · cited 2× · see citing works
“Theories and paradigms of interpretation are also part of the context of interpretation.”
BackgroundWyman, M. (2011) · Elsevier eBooks · doi:10.1016/b978-0-240-81285-4.10002-9 · Cited by 187 · see citing works
<i>Cybernetics or Control and Communication in the Animal and the Machine</i>
Wiener, N., & von Neumann, J. (1949) · Physics Today · doi:10.1063/1.3066516 · Cited by 74 · see citing works
Describing Games: An Interaction-Centric Structural Framework
Björk, S. L., & Holopainen, J. P. (2003) · DiGRA Conference · doi:10.26503/dl.v2003i1.87 · Cited by 38 · cited 1× · see citing works
“This has been a very limited view of how interactivity can be understood, but hopefully sufficient for our purposes (for more on interactivity, see e.g. Bucy 2004; cf. Ricardo 2001; Björk & Holopainen 2003).”
BackgroundA New Defense of Gadamer's Hermeneutics
Weberman, D. (2000) · Philosophy and Phenomenological Research · doi:10.2307/2653427 · Cited by 20 · cited 4× · see citing works
“He distinguishes between relational and intrinsic properties (Weberman 2000, 54): Intrinsic properties are those properties that an object or event has "in virtue of the way that thing itself, and nothing else, is," such as shape, size, chemical composition or having red hair.”
BackgroundMethodInfluentialScott, N. A., & Gadamer, H. (1977) · boundary 2 · doi:10.2307/302234 · Cited by 5 · see citing works
Erzählen Spiele Geschichten? Eine kurze Anmerkung zu Spielen und Erzählungen
Juul, J. (2021) · Spiel|Formen - Zeitschrift für Play & Game Studies · doi:10.25969/mediarep/16140
Flagged first, then by citations
6 of the 29 references couldn’t be matched to a known paper.
Research works printed but not linked: 6
- Chatman, S. Story and Discourse: Narrative Structure in Fiction and Film.Cornell University Press, Ithaca, 1978.
- Crookall, D., Oxford, R. and Saunders, D. "Towards a Reconceptualization of Simulation: From Representation to Reality" in Simulation/games for learning vol. 17, no. 4 (1987), p. 141-171.
- Jensen, J. F. "'Interactivity' Tracking a New Concept in Media and Communication Studies" in Nordicom Review vol. 19 (1998), p. 185-204.
- Wardrip-Fruin, N. and Harrigan, P. MIT Press, Cambridge, 2004.
- Salen, K. and Zimmerman, E. Rules of Play: Game Design Fundamentals. The MIT Press, Cambridge, 2004.
- Zagal, J.P. and Mateas, M. "Time in Videogames: A Survey and Analysis" in Simulation & Gaming vol 41, no. 6 (2010), p. 844-868.
Cited by
Sorted by citations
Aarseth, E., & Möring, S. (2020) · International Conference on the Foundations of Digital Games · doi:10.1145/3402942.3402978 · Cited by 11 · see citing works
Basic hermeneutic approaches to interpretation of videogames
Horban, O., & Maletska, M. (2019) · Skhid · doi:10.21847/1728-9343.2019.5(163).181868 · Cited by 4 · see citing works
Carnal Hermeneutics and the Digital Game
Martin, P. (2018) · Journal of the Philosophy of Games · doi:10.5617/jpg.2934 · Cited by 2 · see citing works
Constricciones temporales y engagement: del videojuego a las plataformas digitales
Bravo, C. F. P. (2026) · Cuadernos info · doi:10.7764/t29aym24
What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass
Arjoranta, J. (2016) · DiGRA Digital Library · doi:10.26503/dl.v2016i1.803
“The other sense relates to the interpretations the player has to make during a game, and is here called real-time hermeneutics (cf. Aarseth 2003; Arjoranta 2011).”
Self-citation
- Authors
- Arjoranta, F., & Jonne, F.
- Venue
- DiGRA Digital Library
- Published
- 2011-01-01
- ISSN
- 2342-9666
- OpenAlex
- W4408407197
- Semantic Scholar
- 4cae5afc2e687d12909f9894a039663c4358de59
- Cited by
- 1
- References
- 29
- Citations by year
- 2026: 1
- FWCI
- 0.00
- Type
- conference paper
- Language
- en
- Open access
- gold
- doi.org
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
- Keywords
- games, temporality, temporal frames, interactive media, game studies theory
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.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-19.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-19.
Statistics and arithmetic are recomputed, not judged.
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