Cited by 5Digital Games and MediaArtificial Intelligence in GamesNarrative Theory and Analysis

Do We Need Real-Time Hermeneutics? Structures of Meaning in Games

Open access
Arjoranta, Fix, Jonne, Fix·2011·DiGRA Digital Library

Abstract

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.

AI snapshot

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

Registry

Crossref · 10.26503/dl.v2011i1.595

Cites

23 of 23 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

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
  • 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
  • Classified as probably not a substantial claim. 77
  • May combine two claims. 39
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    Games 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    In 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.

    Interpretationcitation

    Games 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
  • Classified as probably not a substantial claim.

    Premisecitation

    The 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).

    Premisecitation

    Games 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.

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    The 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).

    Premisecitation

    Jensen 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.

    Premisecitation

    The 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).

    Interpretationreasoning

    When 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    While 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.

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Meaning 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).

    Premisecitation

    Genette (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.

    Interpretationreasoning

    A 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 claim
  • Classified as probably not a substantial claim.

    Interpretationcitation

    Dead 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    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).

    “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).

    Premisecitation

    One 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).

    Premisecitation

    Pauses 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).

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning

    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.

    “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.

    Interpretationcitation

    Games can either be transient or intransient.

    “Games can either be transient or intransient.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation

    These 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.

    Premisecitation

    Third-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.

    Premisecitation

    Jensen'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 given

    As 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 claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Juul (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.

    Premisecitation

    Games 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 given

    State 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    In 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationnone given

    Interactivity 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 claim
  • May combine two claims.

    Interpretationreasoning

    In 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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Aarseth 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).

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationnone given

    These 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    According 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.

    Interpretationreasoning

    Games 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationnone given

    These 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 claim
  • May combine two claims.

    Interpretationcitation

    There 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning

    Abstract 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 claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Interaction 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.

    Interpretationreasoning

    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.

    “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 claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning

    The 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).

    Premisecitation

    Some 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).

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Kiousis'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.

    Interpretationreasoning

    Aarseth'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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationcitation

    In 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Juul 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).

    Interpretationcitation

    This 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 claim
  • Classified as probably not a substantial claim.

    Premisecitation

    Zagal 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 given

    Games 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation

    Interaction 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.

  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    Games 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    This 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 claim
  • May combine two claims.

    Interpretationcitation

    Weberman 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).

    Interpretationreasoning

    This 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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given

    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.

    “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 given

    Temporal 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    When 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning

    What 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given

    The 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 claim
  • May combine two claims.

    Interpretationreasoning

    While 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    This 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 claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation

    Understanding 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.

    Interpretationreasoning

    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.

    “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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    Better 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.

    Interpretationreasoning

    This 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 given

    Time gives room for better interpretations to emerge.

    “Time gives room for better interpretations to emerge.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    While 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    This makes the meaning both continually incomplete and inexhaustible.

    “This makes the meaning both continually incomplete and inexhaustible.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning

    There 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning

    This 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    As 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 claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    Instead, 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).

    Interpretationreasoning

    The player affects their operation and therefore their meaning.

    “The player affects their operation and therefore their meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    The 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    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).

    “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 claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationreasoning

    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.

    “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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    This 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 claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning

    This 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
84 of 84
  • 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?”
6 of 6

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

    Minor

    The endnote cites Frasca's work as 2001, but the corresponding reference gives 2000.

1 of 1

Cites

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

  1. Chatman, S. Story and Discourse: Narrative Structure in Fiction and Film.Cornell University Press, Ithaca, 1978.
  2. 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.
  3. Jensen, J. F. "'Interactivity' Tracking a New Concept in Media and Communication Studies" in Nordicom Review vol. 19 (1998), p. 185-204.
  4. Wardrip-Fruin, N. and Harrigan, P. MIT Press, Cambridge, 2004.
  5. Salen, K. and Zimmerman, E. Rules of Play: Game Design Fundamentals. The MIT Press, Cambridge, 2004.
  6. 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

Authors
Arjoranta, F., & Jonne, F.
Venue
DiGRA Digital Library
Published
2011-01-01
ISSN
2342-9666
OpenAlex
W4408407197
Cited by
1
References
29
Citations by year
2026: 1
FWCI
0.00
Type
conference paper
Language
en
Open access
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.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

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