PreprintCited by 22Digital Games and MediaNarrative Theory and AnalysisHermeneutics and Narrative Identity

Real-time hermeneutics: meaning-making in ludonarrative digital games

Arjoranta, Jonne·2018

Abstract

Digital games are a relatively new medium. While they have been around for over half a century, they only became a major part of the culture relatively late. Like every other medium before, games also have struggled to find an expressive language of their own. Some of the expressive styles of other media are still relevant for games, but new ones have to be created specifically for videogames.This dissertation is a study of how ludonarrative videogames, videogames that combine game elements with narrative elements, express and convey meaning. This is done as part of game studies, a multidisciplinary approach to studying games. The purpose is twofold: to build a foundation for better understanding of meaning-making in games, and to provide game designers with tools for analyzing issues related to meaning.This study uses philosophical tools to analyze meaning in games. The philosophical hermeneutics of Hans-Georg Gadamer is used to compare the meaning-making in games to the interpretation of works of art. The theory of the interpretive process is based on the idea of the hermeneutic circle. Wittgenstein’s concept of language-games is used in examining how games should be defined and how their relations to each other should be understood. These philosophical methods are combined with the study of procedurality, narrativity and players.This study shows that ludonarrative games are procedural systems that are interpreted both during gameplay and as a part of the surrounding cultural context. The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes. In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.Additionally, this study provides guidelines for designing meaning. It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.

Verified 2026-10-19 · 2 references not checked yet

AI snapshot

Written from a shortened version of the paper’s full text (it is longer than we read).

TL;DR

This dissertation argues that ludonarrative digital games create meaning as procedural, interactive systems interpreted both in real time during play and later as cultural objects, with meaning open to reinterpretation rather than fixed by designers. It builds a hermeneutic framework from Gadamer and Wittgenstein to explain game meaning-making and offers design guidelines.

Key findings

  • Ludonarrative games are procedural systems interpreted during gameplay and as part of the surrounding cultural context; the result is neither predetermined by the designer nor fixed during gameplay, but potentially open to endless reinterpretation as players interact in new ways and culture changes.
  • Games can borrow expressive tools from other media (e.g., cinematic perspective) and use narrative tools such as focalization, granularity, and mode of narration to create meaning-effects; meaning can also work as a game mechanic, as in *King of Dragon Pass* requiring the player to adopt an Orlanthi hermeneutic stance, or *Dixit* using semiotic contingency.
  • Games can express things hard or impossible to convey in other media through the rhetoric of failure (e.g., *Fallout 2*’s Vice-President Bird conversation, *McDonald’s Video Game*, *September 12th*) and ethical failure/complicity (e.g., *Spec Ops: The Line*).
  • The study offers five design guidelines: the designer does not choose what a game means; context of interpretation matters; interpretation is circular and prejudices matter; techniques from other media can be borrowed if adapted; and games are better suited for expressing some things than others.

Methods

  • Design: a compilation dissertation consisting of five research papers plus an introduction; it is a conceptual and philosophical study, not an empirical one, organized around three research questions: preconditions for games creating meaning, how games should be defined and delimited, and how ludonarrative games create meaning.
  • Data/sample: illustrative digital games (e.g., *Fallout 2*, *King of Dragon Pass*, *Spec Ops: The Line*, *Skyrim*, *Fallout: New Vegas*, *Civilization IV/V*, *Assassin’s Creed III*) and the author’s own playing experience; no systematic player sample or empirical dataset is used.
  • Analysis: combines Gadamer’s philosophical hermeneutics (hermeneutic circle, horizons, prejudice, application, play) with Wittgenstein’s language-games and family resemblance, alongside game studies concepts such as procedurality, interactivity, temporality, rules, the magic circle, players, and games/stories.

Limitations

  • The paper states that the approach marginalizes players, material components, and visual representation; the player is treated as a theoretical “implied player” rather than an empirical part of the research, and the study does not provide a comprehensive theory of game hermeneutics.
  • The paper states that it focuses on ludonarrative games, so insights are less pertinent to abstract games; it also notes that combining Gadamer and Wittgenstein is not explored in great detail, and that applying text-theory to games must account for interactive, procedural, and visual aspects.
  • Evident from the text: there is no empirical data on actual players or reception, game examples are selective and reflect the author’s preferences and play history (e.g., no active MMORPG analysis), and claims about meaning-effects are theoretical and context-dependent.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.31237/osf.io/uep74

Cites

191 of 193 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

34 of 307 cited sources checked · 28 supported · 0 flagged · accuracy not yet measured

  • Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Fallout 2, the designers made a 'Dan Quayle AI' that the player would discover was a raving loon unfit for political office.

    “In other words, what the designers of Fallout 2 did was make a 'Dan Quayle AI' which, the player would inevitably discover, was a raving loon unfit for any sort of political office.”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Weise (2003, pp. 10-11) source
  • Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Fallout 2, all of Mr. Bird's silly responses are actual statements made by Vice-President Dan Quayle during his time in office.

    “The real gag, however, is that all Mr. Bird's silly responses are actual statements made by Vice-President Quayle during his time in office.”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Weise (2003, pp. 10-11) source
  • Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    In Dixit, the scoring system rewards players for describing their card in sufficiently vague terms: they only get points if some, but not all, of the players get it right.

    “The game is complicated by the scoring system, which rewards the players for describing their card in sufficiently vague terms: they only get points if some, but not all, of the players get it right.”
    Quote in the paperSubstantial claim
  • Findingreasoning
    § YHTEENVETO (FINNISH SUMMARY)

    The result of interpretation of a ludonarrative digital game is not determined solely by the developers' intentions or the game's events.

    “Tulkinnan tulosta eivät määrää yksinomaan pelin kehittäjien pyrkimykset tai pelin tapahtumat.”
    Quote in the paperSubstantial claim
  • Findingreasoning
    § YHTEENVETO (FINNISH SUMMARY)

    The study shows how meaning can be used as a game mechanic.

    “Tutkimus osoittaa, miten merkitystä voidaan käyttää pelimekaniikkana”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. 803
  • May combine two claims. 231
  • The quote only partly states this claim. 1
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    Premisecitation
    § 1.3 A Brief Look at Game Studies

    Videogames consist of all kinds of things from code to story and signs to players.

    “Videogames consist of all kinds of things from code to story and signs to players.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Mäyrä, Holopainen, & Jakobsson, 2012, p. 296 source

      The Guest Editorial (p. 296) describes games as complex and multidimensional, spanning technology, art, and player experience. That supports the claim’s broad point, but our copy does not identify code, story, and signs as components of videogames. (LLM, conf=0.82)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Computing was quickly adopted for commercial purposes, and in 1955 the American Management Association was involved in developing the Top Management Decision Simulation, a learning tool for corporate executives.

    “Computing was quickly adopted for commercial purposes, and in 1955 the American Management Association was involved in developing the Top Management Decision Simulation , a learning tool for corporate executives (Wiemer, 2011, p. 5).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Wiemer, 2011, p. 5 source
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    Premisecitation
    § 1.5 Objectives and Research Questions

    There is a danger of seeing games only through the lens of digital games.

    “However, there is a danger of seeing games only through the lens of digital games (cf. Linderoth, 2011).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Linderoth, 2011 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.4 The Study of Meaning in Games

    The strength of approaches that borrow from narrative studies is in their ability to explain how concepts like metaphor apply to games.

    “The strength of the approaches that borrow from narrative studies is in their ability to explain how concepts like the metaphor apply to games (Begy, 2011; Möring, 2012).”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Begy, 2011 source
    • cites Möring, 2012 source

      The Introduction and ‘Metaphor and Simulation in Game Studies’ discuss using metaphor to understand and analyze games, supporting that part of the claim. But the paper does not characterize these approaches as borrowing from narrative studies or identify that as their strength; it traces metaphor to rhetoric and examines limits of its application to games. No page numbers are available in our copy. (LLM, conf=0.82)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    Games may be used to make some implicit rules more explicit by setting the games rules against or parallel to social rules and conventions.

    “Games may also be used to make some implicit rules more explicit by setting the games rules against or parallel to social rules and conventions (Poremba, 2007, p. 772).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Poremba, 2007 source

      In “Forbidden Games (and Others on the Brink)” (page unavailable in our copy), Poremba says games can draw out implicit social rules by putting them in conflict with implicit game rules. That supports setting rules against social conventions, but the passage does not establish that placing the rules in parallel has the same effect. (LLM, conf=0.82)

      Experimental — accuracy not yet measured
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    Premisecitation
    § 2.3.1 Procedurality and Emergence

    Processes lead to emergence, the birth of unseen combinations of things happening, based on the simple rules that were authored.

    “This leads to emergence, the birth of unseen combinations of things happening, based on the simple rules that were authored (Dormans, 2011, p. 1).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Dormans, 2011 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

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

    “Scholars with a more social scientific approach seem to see rules as something people follow, with computers doing something else (e.g., Deterding, 2013, pp. 166-167; Mosca, 2011, p. 8).”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Deterding, 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Mosca, 2011 source
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    Premisecitation
    § 2.3.2 Rules

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

    “Game scholars seem conflicted on whether computers can be said to follow rules.”
    Quote in the paperNot a substantial claim1 of 3 sources checked
    • cites Eskelinen, 2012 source
    • cites Deterding, 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Mosca, 2011 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 2.3.4 Players

    Player typologies can be geographic, demographic, psychographic, or behavioral.

    “These might be geographic, demographic, psychographic or behavioral (Hamari & Tuunanen, 2014, p. 31).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Hamari & Tuunanen, 2014, p. 31 source
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    Premisecitation
    § 2.3.3 The Magic Circle

    Some forms of role-playing aim for what has been called bleed.

    “Some forms of role-playing aim for what has been called bleed (Montola, 2010, p. 2).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Montola, 2010, p. 2 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Some player typologies are based on psychological theories of personality types applied to players.

    “Some typologies are based on psychological theories of personality types that are applied to players (e.g., Bateman, Lowenhaupt, & Nacke, 2011).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Bateman, Lowenhaupt, & Nacke, 2011 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 2.3.3 The Magic Circle

    In addition to the spatial sense, the magic circle has at least two other meanings: the social framings of play and the playful mindset of the players.

    “However, in addition to the spatial sense it has at least two other meanings as the social framings of play and the playful mindset of the players (Stenros, 2014, p. 173).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Stenros, 2014, p. 173 source
    • Rests on an assumption: The magic circle is often understood in a spatial sense as the actual playground or playfield (e.g., boxing ring, basketball court, sumo ring).
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Warmelink and Siitonen (2011) find that studies discuss player communities with a variety of terms: guild, community, group, network, organization, team, raid, party, clan, and social formation or unit.

    “Warmelink and Siitonen (2011, p. 9) review studies of player communities and find that they discuss player communities with a variety of terms: guild, community, group, network, organization, team, raid, party, clan and social formation or unit.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Warmelink and Siitonen, 2011, p. 9 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Research into player types did not stop with applications of Bartle's model.

    “Fortunately, research into player types did not stop with applications of Bartle's model.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Hamari and Tuunanen, 2014 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    Brink games play with the boundary by pitting implicit social rules against implicit or explicit game rules.

    “In comparison, brink games play with the boundary by pitting implicit social rules against implicit or explicit game rules (Poremba, 2007, p. 772, 774).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Poremba, 2007, p. 772, 774 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    The magic circle is a contested concept, leading some researchers to criticize it or deny its value as a concept.

    “The magic circle is a contested concept, leading some researchers to criticize it or to deny its value altogether as a concept (Consalvo, 2009; cf. Juul, 2008).”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Consalvo, 2009 source
    • cites Juul, 2008
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    Premisecitation
    § 2.3.4 Players

    Warmelink and Siitonen (2011) review studies of player communities.

    “Warmelink and Siitonen (2011, p. 9) review studies of player communities and find that they discuss player communities with a variety of terms: guild, community, group, network, organization, team, raid, party, clan and social formation or unit.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Warmelink and Siitonen, 2011, p. 9 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    The concept of the magic circle was popularized in game studies by Katie Salen and Eric Zimmerman in their book Rules of Play (2004), where it received the form most game scholars are familiar with.

    “The concept of the magic circle was popularized in game studies by Katie Salen and Eric Zimmerman in their influential book Rules of Play (2004), where it received the form most game scholars are familiar with (Stenros, 2014, p. 149).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Stenros, 2014 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Hamari and Tuunanen (2014) synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination, and immersion.

    “Hamari and Tuunanen (2014) review the field of player typologies and synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination and immersion.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Hamari and Tuunanen, 2014 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    The hard-core/casual player distinction is based on the perceived difference between players who prefer games requiring more effort and skill and those who prefer easily approached and learned games.

    “This distinction is based on the perceived difference between people who play games that require more effort and skill, and people who prefer games that are easily approached and learned (cf. Sotamaa, 2007, p. 459).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Sotamaa, 2007, p. 459 source

      The Marketing segments section describes a hard-core/casual distinction based on game literacy, time and money spent playing, and familiarity with game conventions. It does not define the groups by a preference for games requiring skill versus games that are easy to approach and learn; a note in Further discussion also cautions that casual players should not be equated with players of casual games. Page numbers are unavailable in our copy. (LLM, conf=0.86)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Hamari and Tuunanen (2014) review the field of player typologies.

    “Hamari and Tuunanen (2014) review the field of player typologies and synthesize their findings into five motivations or orientations: achievement, exploration, sociability, domination and immersion.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Hamari and Tuunanen, 2014 source
  • May combine two claims.

    Premisecitation
    § 3.1 Preconditions for Games Creating Meaning

    Games differ from other media by being procedural, interactive systems that have some media-specific ways of meaning-making.

    “games differ from other media by being procedural, interactive systems that have some media-specific ways of meaning-making (see e.g., Bogost, 2007; Kücklich, 2002; Wardrip-Fruin, 2009).”
    Quote in the paperSubstantial claim1 of 3 sources checked
    • cites Bogost, 2007 source
    • cites Kücklich, 2002 source
    • cites Wardrip-Fruin, 2009

      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
    § 3.2 Defining Games

    Hitchens and Drachen (2008) view the gamemaster as a central aspect of role-playing games.

    “For example, in their excellent attempt to define role-playing games, Hitchens and Drachen (2008, p. 13) view the gamemaster as a central aspect of role-playing games.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Hitchens and Drachen (2008, p. 13) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 3.3 Ludonarrative Games and Meaning

    Some research in game studies uses the concept of fidelity in the same or similar sense as the author uses granularity.

    “Some research in game studies uses the concept of fidelity in the same or similar sense than I use granularity (e.g., Breuer, 2010, p. 7; Möring, 2012, p. 2).”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Breuer, 2010

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Möring, 2012 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 3.2 Defining Games

    This leads to different views on the things that are considered central to being a game, on different ways of including and excluding phenomena from the notion of games.

    “This leads to different views on the things that are considered central to being a game, on different ways of including and excluding phenomena from the notion of games (cf. Juul, 2003, p. 39; Whitton, 2009, pp. 22-23).”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Juul, 2003, p. 39 source
    • cites Whitton, 2009, pp. 22-23
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § 4.2.1 Meaning as a Game Mechanic

    The story is there, but the player has to earn the right to witness the entirety of it by examining the environment with enough attention to detail.

    “The story is there, but the player has to earn the right to witness the entirety of it by examining the environment with enough attention to detail (cf. Fernández-Vara, 2011, p. 6).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Fernández-Vara, 2011, p. 6 source

      The Environmental Storytelling and Detective Work sections say players piece together a story by interpreting details in the game space and examining the environment. The Interpretation of Remains section adds that players may form different interpretations; it does not support the claim that sufficient attention lets a player witness the story in its entirety. (LLM, conf=0.83)

      Experimental — accuracy not yet measured
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    Weise describes a situation in Fallout 2 that shows the unique rhetorical effect of the rhetoric of failure.

    “Weise (2003, pp. 10-11) describes such a situation in Fallout 2 , simultaneously showing the unique rhetorical effect this has:”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Weise (2003, pp. 10-11) source
  • Classified as probably not a substantial claim.

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Fallout 2, the conversation with Vice-President Bird is a game that is impossible to win.

    “The joke is that trying to have an intelligent conversation with Mr. Bird is itself a game… a game that's impossible to win.”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Weise (2003, pp. 10-11) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Fallout 2, the fact that the player can only discover this via interacting with the Vice-President makes the social commentary unique to videogames.

    “Of course, the fact that the player can only discover this via interacting with the Vice-President ads the finishing touch which makes this social commentary unique to videogames.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Weise (2003, pp. 10-11) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § REFERENCES

    Role-playing games necessarily contain a structure of power rather than a game master.

    “Analysis shows that rather than a game master, role-playing games necessarily contain a structure of power (Montola 2007).”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Montola 2007 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § Previous Interpretations of Eskelinen

    Frasca performs an actual correspondence with the author to gather supporting extra-textual information.

    “We immediately notice the exceptional means by which Frasca has gathered supporting extra-textual information: he performs an actual correspondence with the author.”
    Quote in the paperNot a substantial claim1 of 1 sources checked
    • cites Frasca (2003) source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § Previous Interpretations of Eskelinen

    This functions as a supporting tool for Frasca's particular interest in understanding the essay directly, in Schleiermacher's terms.

    “This functions as a supporting tool for his particular interest in understanding the essay not better than its author understands himself nor in relation to other phenomena but 'directly,' in Schleiermacher's terms.”
    Quote in the paperNot a substantial claim1 of 2 sources checked
    • cites Frasca (2003) source

      The Introduction says Frasca aims to clarify misconceptions and contradictions in the ludology–narratology debate. Our copy does not describe a supporting tool for understanding the essay ‘directly’ or frame that approach in Schleiermacher’s terms (searched for those terms and the contrast with understanding an author better than himself). (LLM, conf=0.72)

      Experimental — accuracy not yet measured
    • cites Schleiermacher

      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).

    Findingreasoning
    § 3.3 Ludonarrative Games and Meaning

    Counter-Strike: Source awards different amounts of damage from hits to the chest, arms, stomach, legs and head.

    “For example, Counter-Strike: Source awards different amounts of damage from hits to the chest, arms, stomach, legs and head.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § 3.3 Ludonarrative Games and Meaning

    Alan Wake combines voice-over and dialogue with texts found in the environment.

    “the horror mystery Alan Wake combines voice-over and dialogue with texts found in the environment.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingreasoning
    § 3.3 Ludonarrative Games and Meaning

    Civilization V removes the pollution feature, removing environmental considerations from the things the rulers of civilizations need to consider.

    “Civilization V removes this feature, removing environmental considerations from the things the rulers of civilizations need to consider.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning
    § 3.3 Ludonarrative Games and Meaning

    In Dragon Age 2, because of the narrator's tendency to exaggerate, the player can easily mow through the hordes of attacking enemies in a cinematic fashion.

    “Because of the narrator's tendency to exaggerate, the player can easily mow through the hordes of attacking enemies in a cinematic fashion.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Findingreasoning
    § 3.3 Ludonarrative Games and Meaning

    In Dragon Age 2, when the interrogator forces the narrator to stay closer to the truth, the player character's attacks become far less impressive.

    “When the interrogator forces the narrator to stay closer to the truth, the player character's attacks become far less impressive.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Findingcitation
    § 3.3 Ludonarrative Games and Meaning

    There has been a variety of ways of reading the statement that stories are just uninteresting ornaments or gift-wrappings to games, framing it in an assortment of ways.

    “The conclusion reached was that there has been a variety of ways of reading this statement, framing it in an assortment of ways.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Findingnone given
    § 3.3 Ludonarrative Games and Meaning

    Dragon Age 2 begins with an unreliable narrator recounting to an interrogator of past events that the player simultaneously plays through.

    “Dragon Age 2 begins with an unreliable narrator recounting to an interrogator of past events that the player simultaneously plays through.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingreasoning
    § 3.3 Ludonarrative Games and Meaning

    In Dragon Age 2, the game mechanic corroborates the narration by having the player character cause large amounts of damage with their attacks and by providing access to special attacks.

    “The game mechanic corroborates the narration by having the player character cause large amounts of damage with their attacks and by providing access to special attacks.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § 3.3 Ludonarrative Games and Meaning

    Civilization IV simulates pollution and its adverse effects on living in cities.

    “the turn-based strategy game Civilization IV simulates pollution and its adverse effects on living in cities.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    In Dixit, players are free to choose any phrase to describe a card by focusing on details in the card, making allusions or using metaphors.

    “The players are free to choose any phrase to describe a card by focusing on details in the card, making allusions or using metaphors.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    In Dishonored, using the Heart is not necessary for completing the game but provides more background information about the people Corvo deals with.

    “Knowing the secrets is not necessary for completing the game, but using the Heart gives out more background information about the people Corvo is dealing with.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data
    § 4.2.1 Meaning as a Game Mechanic

    In Dishonored, the Heart is a mystical object that reveals secrets about people when pointed at them by Corvo.

    “An example of this is the Heart in Dishonored. It is a mystical object, literally a detached heart that has the magical power to reveal secrets.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingown data
    § 4.2.1 Meaning as a Game Mechanic

    In King of Dragon Pass, narrative choices are presented as few options with the clan ring giving advice on what the player should choose.

    “The narrative choices are presented as few options with the clan ring (chosen by the player) giving advice on what they think the player should choose (see FIGURE 5).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingown data
    § 4.2.1 Meaning as a Game Mechanic

    In King of Dragon Pass, gameplay consists of a combination of strategic choices and narrative choices.

    “The game play consists of a combination of strategic choices (how much crops do I plant this year) and narrative choices (should the clan ring punish a young warrior for taking the law into his own hands).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    Usually ludonarrative games are not contingent in the sense that the outcome might be anything at all, but that narrative might have several endings or the ending may consist of a combination of several things.

    “Usually ludonarrative games are not contingent in the sense that the outcome might be anything at all, but that narrative might have several endings or the ending may consist of a combination of several things.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § 4.2.1 Meaning as a Game Mechanic

    Games hide bits and pieces of narrative in journal entries, off-hand comments by nonplayer characters and dialogue options players may never choose.

    “Games hide bits and pieces of narrative in journal entries, off-hand comments by nonplayer characters and dialogue options players may never choose.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    The cards in Dixit have evocative and fantastic illustrations, making them a rich source for metaphoric interpretation.

    “The cards have evocative and fantastic illustrations, making them a rich source for metaphoric interpretation.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § 4.2.1 Meaning as a Game Mechanic

    Often the player has to work in order to access the whole story.

    “Often the player has to work in order to access the whole story.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    In Dishonored, some secrets revealed by the Heart help in understanding the choices the non-player characters make in the game narrative.

    “Some of these secrets help in understanding the choices the non-player characters make in the game narrative.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Findingreasoning
    § 4.2.1 Meaning as a Game Mechanic

    In King of Dragon Pass, trying to lead the clan like a group of modern citizens leads to frustration and failure.

    “Trying to lead the clan like a group of modern citizens will lead into frustration and failure.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    In most cases, the answer to how a narrative will turn out is preset before the first word is read or the first frame is seen, but in interactive works like ludonarrative games the answer remains contingent.

    “In most cases, the answer to this question is preset before the first word is read or the first frame is seen, but in interactive works like ludonarrative games the answer remains contingent.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    King of Dragon Pass is a narrative strategy game where the player controls a barbarian clan settling a new area.

    “King of Dragon Pass is a narrative strategy game where you control a barbarian clan settling a new area.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Findingnone given
    § 4.2.1 Meaning as a Game Mechanic

    Usually this is reserved for the bits of narrative that are not central to understanding the story, but give a wider or deeper understanding of what is going on.

    “Usually this is reserved for the bits of narrative that are not central to understanding the story, but give a wider or deeper understanding of what is going on.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    Spec Ops: The Line follows Captain Martin Walker's slow descent into depravity as a series of unavoidable and necessary steps.

    “For example, the military shooter Spec Ops: The Line follows Captain Martin Walker's slow descent into depravity as a series of unavoidable and necessary steps.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, Walker's statements of neutralizing an enemy turn into aggressive shouts, and violence becomes an end, not just the means.

    “Walker's statements of neutralizing an enemy turn into aggressive shouts. Violence becomes an end, not just the means.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In September 12th, because of the delay between clicking and the missile hitting, and because the explosion is bigger than a terrorist, it is almost inevitable that the explosion kills more than just the intended target.

    “Because there is a slight delay between clicking a mouse button and the missile hitting its target, and because the explosion is bigger than a terrorist, it is almost inevitable that the explosion kills more than just the intended target.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, enemies attack in endless waves and must be killed in order to proceed.

    “The enemies attack in endless waves and must be killed in order to proceed.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    In September 12th, the player controls a targeting reticule that can launch missiles into a town containing civilians and armed figures identified as terrorists.

    “Groups of civilians walk around in a town that also contains armed figures identified as terrorists (see FIGURE 7). The player controls a targeting reticule that can be used to launch missiles into the town.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In September 12th, any attempt to quell the flood of new terrorists created by the effects of the previous attack only ends up creating more terrorists.

    “Any attempt to quell the flood of new terrorists created by the effects of the previous attack only ends up creating more terrorists.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In McDonald's Video Game, the player may start with noble intentions of running the business ethically, but must either compromise their morals or see the company fail.

    “The player may start the game with noble intentions of running the business in an ethical manner, but they will need either to compromise their morals or see the company fail.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingown data
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, the loading screens contain standard textual summaries at the beginning, but by the end their tone has shifted.

    “In the beginning of the game, the loading screens contain standard textual summaries of the events of the game, but by the end of the game, their tone has shifted.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingown data
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, the loading screens use the meta-textual level to comment on the ethics of killing.

    “The loading screens use the meta-textual level to comment on the ethics of killing:”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    Spec Ops: The Line uses the standard mechanics of its genre and familiar tropes from cover-based shooting to endless waves of interchangeable enemies that seem to appear out of nowhere.

    “It uses the standard mechanic of the games of its genre and a set of familiar tropes from cover-based shooting to endless waves of interchangeable enemies that seem to appear out of nowhere.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In McDonald's Video Game, in order to make the company profitable, it is necessary to employ tactics from an array of unethical means.

    “In order to make the company profitable, it is necessary to employ tactics from an array of unethical means from media spinning and firing angry employees to giving growth hormones to the cows and clearing an indigenous tribe's village to make room for cattle and soy fields.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    McDonald's Video Game has the player in charge of McDonald's, controlling all aspects of the business from agricultural production and slaughtering of animals to food service and marketing.

    “The anti-advergame McDonald's Video Game by Molleindustria has the player in charge of the fast-food chain McDonald's, controlling all aspects of the business from agricultural production and slaughtering of animals to food service and marketing (see FIGURE 6).”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    In September 12th, when other civilians happen upon the bodies of dead civilians, they mourn and turn into terrorists themselves.

    “When other civilians happen upon the bodies of dead civilians, they bow down to mourn those that died - and turn into terrorists themselves.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Findingreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, Walker and his companions start out with tactical precision and the goal is self-defense, but eventually they become accustomed to the killing and finally revel in it.

    “Walker and his companions start out with tactical precision and the goal is self-defense, but eventually they become accustomed to the killing and finally revel in it.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Findingnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    The main character in Spec Ops: The Line is a standard American hero-soldier that commonly stars in military shooters.

    “The main character is a standard American hero-soldier that commonly stars in the military shooters.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § YHTEENVETO (FINNISH SUMMARY)

    Narrative digital games can use expressive means used in other media, for example borrowing the use of perspective from films.

    “Lisäksi tutkimus osoittaa, miten tarinalliset digitaaliset pelit voivat käyttää muissa medioissa käytettyjä ilmaisukeinoja, esimerkiksi lainaten perspektiivin käytön elokuvista.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Findingreasoning
    § YHTEENVETO (FINNISH SUMMARY)

    The study shows how games can express things that would be very challenging or impossible to express in other media.

    “miten pelit voivat ilmaista asioita, joita olisi joko erittäin haastavaa tai mahdotonta ilmaista muissa medioissa.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Findingreasoning
    § YHTEENVETO (FINNISH SUMMARY)

    As long as a game can be played in a new way or in a new cultural context, interpretations of it can change.

    “Niin kauan kuin peliä voidaan pelata uudella tavalla tai uudessa kulttuurisessa kontekstissa, siitä tehtävät tulkinnat voivat muuttua.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingnone given
    § YHTEENVETO (FINNISH SUMMARY)

    Digital games with narrative elements are processual systems interpreted both during play and as part of the surrounding cultural context.

    “Tutkimus osoittaa, että tarinallisia elementtejä sisältävät digitaaliset pelit ovat prosessuaalisia järjestelmiä joita tulkitaan sekä pelaamisen aikana että osana ympäröivää kulttuurista kontekstia.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § Previous Interpretations of Eskelinen

    In Crogan's context, Eskelinen's essay is interpreted primarily as an anti-paratextual account.

    “In this context Eskelinen's essay is interpreted primarily as an anti-paratextual account.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Crogan (2003)

      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).

    Findingcitation
    § Previous Interpretations of Eskelinen

    Ryan is interested first and foremost in the statement's negative position towards videogame narrativity.

    “This time the interpreter, Marie-Laure Ryan (2006), is interested first and foremost in the statement's negative position towards videogame narrativity.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan (2006)

      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).

    Findingcitation
    § Previous Interpretations of Eskelinen

    Järvinen interprets Eskelinen's figurative 'ornament' as an instance of applied ludology.

    “Here we observe how Järvinen interprets Eskelinen's figurative 'ornament' as an instance of applied ludology.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Järvinen (2008)

      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).

    Findingreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    In World of Warcraft, story components appear to play a more substantial role.

    “In World of Warcraft story components appear to play a more substantial role.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingcitation
    § Previous Interpretations of Eskelinen

    In Järvinen's interpretation, the metaphorical units 'ornament' and 'gift-wrapping' are disconnected from their evaluating context; the preceding adjective 'uninteresting' plays no role.

    “In this case the metaphorical units 'ornament' and 'gift-wrapping' are disconnected from their evaluating context; the preceding adjective 'uninteresting' plays no role.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Järvinen (2008)

      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).

    Findingcitation
    § Previous Interpretations of Eskelinen

    Crogan's interpretation takes into consideration the metaphors' value charge.

    “Unlike in our previous case, this interpretation also takes into consideration the metaphors' value charge.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Crogan (2003)

      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).

    Findingcitation
    § Previous Interpretations of Eskelinen

    Ryan employs her interpretation to bring out ludology as a game theoretical school with an agenda that ignores narratological concerns.

    “Ryan employs her interpretation to bring out ludology as a game theoretical school with an agenda that ignores narratological concerns.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan (2006)

      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). May combine two claims.

    Findingcitation
    § Previous Interpretations of Eskelinen

    Crogan interprets ornaments and wrappings not only as separate metaphorical units but also in relation to literal ornaments and wrappings that come with games.

    “Here we see ornaments and wrappings interpreted not only as separate metaphorical units but also in relation to literal ornaments and wrappings that come with games.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Crogan (2003)

      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).

    Findingcitation
    § Previous Interpretations of Eskelinen

    Ryan's interpretation has a strong bias on comparative psychological interpretation.

    “What is of particular interests to us is Ryan's strong bias on comparative psychological interpretation.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan (2006)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims. The quote only partly states this claim.

    Findingnone given
    § 4.1 Focalization

    Mass Effect 2 and Tomb Raider both use an opposite technique in their introductions: they are played from an external perspective, but show parts of the introductory cinematic from an internal perspective.

    “Both Mass Effect 2 (BioWare, 2010) and Tomb Raider (Crystal Dynamics, 2013) use an opposite technique in their introduction.”
    • Also stated in: § 4.1 Focalization · plain
      “But both games show parts of the introductory cinematic from an internal perspective, with the camera situated where the character ' s eyes would be.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § Previous Interpretations of Eskelinen

    For Ryan, the word 'ornament' is secondary as she pursues to understand the claim not so much as a grammatical proposition but as a general view in relation to the tradition of narratology.

    “For her the word 'ornament' is secondary as she pursues to understand the claim not so much as a grammatical proposition but as a general view in relation to the tradition of narratology, a field to which she has contributed from the 1970s.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan (2006)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Findingreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    Understanding Super Mario Bros. as a game has very little to do with its story components.

    “It soon becomes clear to us that understanding Mario as a game has very little to do with its story components.”
    • Also stated in: § Philosophically Hermeneutic Notes on Eskelinen · plain
      “we both consider that story potential insignificant for understanding the artifact as a game”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § Previous Interpretations of Eskelinen

    For Crogan, the reference functions as a rival statement.

    “For Crogan to whom the manual is an important component of the game at his hand, Microsoft Flight Simulator 2 (Microsoft 1984), the reference functions as a rival statement.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Crogan (2003)

      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).

    Findingcitation
    § Previous Interpretations of Eskelinen

    The grammatical interpretation of 'ornament' and other words are only one part in Järvinen's overall hermeneutic interpretation of the essay.

    “We understand that the grammatical interpretation of 'ornament' and other words are only one part in Järvinen's overall hermeneutic interpretation of the essay.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Järvinen (2008)

      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). May combine two claims.

    Findingnone given
    § 4.3 Granularity

    In Fallout: New Vegas, if the player chooses the optional hardcore mode, the player character must eat, drink and sleep, and it is necessary to pay attention to basic human needs to complete the game.

    “If the player chooses the optional hardcore mode in Fallout: New Vegas, the player character must eat, drink and sleep.”
    • Also stated in: § 4.3 Granularity · plain
      “With this option enabled, it is necessary to pay attention to the basic human needs of the character in order to complete the game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § 4.2 Mode of narration

    Both teller-characters and reflector-characters can be used in several modalities in video games.

    “Both types of characters can also be used in several modalities.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingnone given
    § 4.3 Granularity

    Fallout: New Vegas simulates radiation, and exposure to radiation has harmful effects on the player character's body that will slowly harm and eventually kill them.

    “Exposure to radiation has harmful effects on the player character ' s body that will slowly harm and eventually kill them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § 4.2 Mode of narration

    Video games can use both teller-characters and reflector-characters in ways similar to literature.

    “It seems that video games can use both teller-characters and reflectorcharacters in ways similar to literature.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning
    § 4.2 Mode of narration

    A journal in a game can be diegetic, extradiegetic, or combine aspects of both.

    “A journal can be diegetic (internal to the game world), extradiegetic (external to the game world) or combine aspects of both, for example by chronicling the events of the story and providing instructions for the player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingnone given
    § 4.2 Mode of narration

    Written text in games can be present as written dialogue, which may or may not be voice-acted, and vice versa.

    “It can be present as written dialogue, which may or may not be also voice-acted, and vice versa.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingreasoning
    § 4.2 Mode of narration

    A teller-character in a game could break the fourth wall by pointing at things, gesturing, or making faces at the player.

    “Additionally, a teller-character could for example break the fourth wall by pointing at things, gesturing, or making faces at the player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingnone given
    § 4.2 Mode of narration

    Narration in games can also be done using a voice, for example with a voice-over.

    “Narration in games can also be done using a voice, for example with a voice-over.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingcitation
    § 4.2 Mode of narration

    It is common especially in role-playing games to have an in-game journal that catalogues both the past events and the future goals of the player character.

    “It is common especially in role-playing games to have an in-game-journal that catalogues both the past events and the future goals of the player character (e.g. Skyrim [Bethesda Game Studios, 2011]).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § 4.1 Focalization

    In embodied focalization, the character is usually created as a tabula rasa, a blank slate for the player to identify with and to fill out as the game progresses.

    “This is usually because that character is created as a tabula rasa, a blank slate for the player to identify with and to fill out as the game progresses.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § 4.2 Mode of narration

    Video games make use of both teller-characters and reflector-characters.

    “Video games make use of both teller-characters and reflector-characters.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingreasoning
    § 4.3 Granularity

    While pollution is simulated in Civilization IV, it is absent from Civilization V.

    “While pollution is simulated in Civilization IV, it is absent from Civilization V.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Findingreasoning
    § 4.2 Mode of narration

    Written text in games may also be present in the form of journals or similar texts that provide direct access to either a character's thoughts or story events.

    “Written text may also be present in the form of journals or similar texts that provide direct access to either a character ' s thoughts or story events.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Findingnone given
    § 4.2 Mode of narration

    The modality in games most similar to literature is written text, which is present in most games.

    “The modality in games most similar to literature is the written text, which is present in most games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingnone given
    § 4.2 Mode of narration

    Voice-over narration in games can be used either by teller-characters or reflector-characters, depending on whether the character is simply verbalizing their thoughts for themselves or for the benefit of the player.

    “This form of explicit narration can be used either by teller-characters or reflector-characters, depending on whether the character is simply verbalizing their thoughts for themselves or for the benefit of the player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § 4.2 Mode of narration

    It is possible to break what is seemingly logical or possible within the game world and produce different kinds of impossible narrators.

    “It is also possible to break what is seemingly logical or possible within the game world and produce different kinds of impossible narrators.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Findingreasoning
    § 4.2 Mode of narration

    Written dialogue is common enough to be a feature of almost any game with discernible characters, and even of many games with no characters.

    “This is common enough to be a feature of almost any game with discernible characters, and even of many games with no characters.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § 4.3 Granularity

    Skyrim and Fallout: New Vegas simulate how the human body handles nutrition and rest in a similar manner, but with small differences.

    “Skyrim and Fallout: New Vegas (Obsidian Entertainment, 2010) simulate how the human body handles nutrition and rest in a similar manner, but with small differences.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingreasoning
    § 4.2 Mode of narration

    Teller-characters and reflector-characters can use text, but games also offer other means to convey their meanings.

    “Teller-characters and reflectorcharacters can use text, but games also offer other means to convey their meanings.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Findingnone given
    § 4.2 Mode of narration

    A common way for games to convey meanings is by using spoken language.

    “A common way of doing this is by using spoken language.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Findingnone given
    § 4.2 Mode of narration

    It is not necessary for the narrating character in a game to be the protagonist, or even a character the player plays.

    “It is not necessary for the narrating character to be the protagonist, or even a character the player plays.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Huizinga studied how culture is constituted by play and found forms of it in all kinds of cultural formations, ranging from sports and war to art and law.

    “Huizinga sets it upon himself to study how culture is constituted by play, and manages to find forms of it in all kinds of cultural formations, ranging from sports and war to art and law.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huizinga, 1938/1949

      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). May combine two claims.

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Schiller criticizes Kant for not taking the aesthetic experience seriously enough and argues that taste is a necessary condition for building morality.

    “Friedrich Schiller criticizes Kant for not taking the aesthetic experience seriously enough and argues that taste is a necessary condition for building morality (Guyer, 2008).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Guyer, 2008

      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
    § 1.1 A Brief History of Play Theory

    Not all forms of play have been around for an equally long time.

    “However, not all of its forms have been around for an equally long time.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Caillois separated the forms of play on a continuum ranging from paidia to ludus, where paidia is playful and unstructured and ludus is structured and constrained by rules.

    “Caillois also separated the forms of play on a continuum ranging from paidia to ludus, where paidia is playful and unstructured and ludus is structured and constrained by rules.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1960/2001, 1961

      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
    § 1.2 A Brief History of Digital Games

    Digital games did not spring from the genius of the first developers.

    “It is sometimes easy to forget that digital games did not spring from the genius of the first developers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 1.1 A Brief History of Play Theory

    Caillois's theory of play is rather normative in parts, labelling as corrupted the parts of play he does not appreciate or approve.

    “This makes his theory of play rather normative in parts, labelling as corrupted the parts of play he does not appreciate or approve (cf. Caillois, 1961, pp. 43-56).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1961, pp. 43-56

      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
    § 1.1 A Brief History of Play Theory

    Huizinga remarks that play necessarily precedes culture as humans are not the only playing animals.

    “Huizinga also remarks that play necessarily precedes culture as humans are not the only playing animals.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huizinga, 1938/1949

      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). May combine two claims.

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Play is seen as being necessary but lacking independent value; it is conceived of as 'merely play'.

    “In other words, play is seen as being necessary but lacking independent value; it is conceived of as 'merely play' (Riezler, 1941, p. 505).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Riezler, 1941, p. 505

      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).

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Play and games are not just one thing but a broad array of related things.

    “Play and games are not just one thing but a broad array of related things (cf. Paper 2).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Paper 2

      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
    § 1.1 A Brief History of Play Theory

    Caillois divided forms of play into agon, alea, mimicry and ilinx, or competition, chance, make-believe and vertigo.

    “He expands Huizinga's terminology and builds a more comprehensive framework for analyzing play, perhaps most importantly by dividing forms of play into agon, alea, mimicry and ilinx, or competition, chance, make-believe and vertigo, respectively.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1960/2001, 1961

      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). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Digital games did not spring from nothing, but came to fruition following earlier cultural forms and through gradual technological advances.

    “Or it might focus on the cultural forerunners of games that show how digital games did not spring from nothing, but came to fruition following earlier cultural forms and through gradual technological advances (Huhtamo, 2005).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huhtamo, 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
    § 1.2 A Brief History of Digital Games

    Digital games have both mechanical and cultural precedents.

    “They have both mechanical and cultural precedents.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Premisenone given
    § 1.1 A Brief History of Play Theory

    Play in general is a persistent phenomenon.

    “As was stated above, play in general is a persistent phenomenon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Caillois saw drug-use as a corruption of ilinx and superstition as a corruption of alea.

    “For example, he saw drug-use as a corruption of ilinx and superstition as a corruption of alea.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1960/2001, 1961

      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
    § 1 INTRODUCTION

    Game studies, or more controversially ludology, began to take shape with the recognition of games as a distinct form of expression.

    “With this recognition game studies, or more controversially, ludology, began to take shape (Frasca, 1999).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Frasca, 1999

      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).

    Premisecitation
    § 1 INTRODUCTION

    Games have become normal.

    “As Jesper Juul (2009, p. 8) argues, games have become normal.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Juul, 2009, p. 8

      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).

    Interpretationreasoning
    § 1.1 A Brief History of Play Theory

    Many play-forms are unsuitable for children.

    “And counter to the dominant view of play as something that children do, many of them are unsuitable for children.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § ABSTRACT

    The result of interpretation of ludonarrative games is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes.

    “The result of this interpretation is neither predetermined by the game designer nor fixed during gameplay, but potentially open for endless reinterpretation as players interact with the game in new ways and as the cultural context changes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 1 INTRODUCTION

    Understanding games is important for understanding contemporary culture in general.

    “Understanding games is therefore important for understanding the contemporary culture in general”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The most successful media products of our time are videogames, at least by commercial standards.
    • Rests on an assumption: There already exists a generation that has grown up with games as a central form of culture.
    • Rests on an assumption: Games have become entertainment colossi rivaling cinema as a form of entertainment and have become a part of mainstream culture.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 1.1 A Brief History of Play Theory

    The list of play forms includes play-forms that many would consider games.

    “Not surprisingly, the list also includes play-forms that many would consider games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Caillois analyzed several cultural forms as degenerations of play.

    “However, Caillois also analyzed several cultural forms as degenerations of play.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1960/2001, 1961

      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
    § ABSTRACT

    In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.

    “In order to convey meaning, ludonarrative games can borrow expressive tools from other media, for example by using perspective in the way it is used in cinema.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationcitation
    § 1.1 A Brief History of Play Theory

    The phenomena of play and games are broad and it is hard to cover all of the necessary ground.

    “While this list is probably lacking in many respects, it shows how broad the phenomena of play and games are and how hard it is to cover all of the necessary ground.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 1.1 A Brief History of Play Theory

    Even the realm of the sacred is pervaded by play because rituals have an element of play to them.

    “Even the realm of sacred is pervaded by play for rituals have an element of play to them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 1.1 A Brief History of Play Theory

    The line of research from Huizinga and Caillois leaves out many other approaches to play and games that scholars do not consider compatible with or relevant to modern day game studies.

    “While many of the concepts still used in game studies (e.g., the magic circle) originate in this line of research, this of course leaves out many other approaches to play and games that scholars do not consider as compatible with or relevant to modern day game studies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 1.1 A Brief History of Play Theory

    Poker is a combination of both competition and chance.

    “Poker, for example, is a combination of both competition and chance.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 1.1 A Brief History of Play Theory

    German idealism ends up rescuing play in an effort to argue against Kant's conception of ethics.

    “However, in an effort to argue against Kant's conception of ethics, German idealism ends up rescuing play.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.1 A Brief History of Play Theory

    For Schiller, play is not something wasteful done just for rest and relaxation, but an essential part of being a human.

    “Here play is not something wasteful done just for rest and relaxation, but an essential part of being a human.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schiller, 1794/1985, p. 107

      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). May combine two claims.

    Premisecitation
    § 1.1 A Brief History of Play Theory

    These forms of play coexist and a game may include several, or all, of them.

    “These forms of play coexist and a game may include several, or all, of them.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1960/2001, 1961

      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). May combine two claims.

    Premisecitation
    § 1.1 A Brief History of Play Theory

    The tendency to juxtapose play in opposition to work continues in the Christian tradition and is emphasized by the birth of Protestantism, which sees work as an important virtue of the pious person.

    “This tendency continues in the Christian tradition and is emphasized by the birth of Protestantism, which sees work as an important virtue of the pious person (Sutton-Smith, 1997, pp. 201202).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Sutton-Smith, 1997, pp. 201202

      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).

    Interpretationreasoning
    § ABSTRACT

    Games contain unique ways of expressing things that would be hard to convey in other media.

    “It is shown how meaning can be used as a game mechanic, and how games contain unique ways of expressing things that would be hard to convey in other media.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 1.1 A Brief History of Play Theory

    Many concepts still used in game studies, such as the magic circle, originate in the line of research from Huizinga and Caillois.

    “While many of the concepts still used in game studies (e.g., the magic circle) originate in this line of research, this of course leaves out many other approaches to play and games that scholars do not consider as compatible with or relevant to modern day game studies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1 INTRODUCTION

    Games have always been central to culture.

    “games have always been central to culture (cf. Huizinga, 1938/1949; Myers, 2006, p. 49).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Huizinga, 1938/1949

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Myers, 2006, p. 49

      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
    § 1.1 A Brief History of Play Theory

    In Caillois's view, games would end up on the ludus-end of the spectrum.

    “In his view, games would end up on the ludus-end of the spectrum.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caillois, 1960/2001, 1961

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing).

    Premisecitation
    § 1.1 A Brief History of Play Theory

    The good Christian has no time for play, for there is much work that needs to be done before salvation is earned.

    “The good Christian has no time for play, for there is much work that needs to be done before salvation is earned (Snow, 1993, pp. 12-13).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Snow, 1993, pp. 12-13

      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).

    Interpretationcitation
    § 1.1 A Brief History of Play Theory

    The tendency to juxtapose play in opposition to work, valuing play only as a respite from work, can already be noticed in Aristotle.

    “Here one can already notice the tendency to juxtapose play in opposition to work, valuing play only as a respite from work.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.1 A Brief History of Play Theory

    Sutton-Smith compiled a list of 189 different forms of play.

    “Sutton-Smith (1997, pp. 4-5) shows just how many by compiling a list of 189 different forms of play, ranging from Dungeons & Dragons and daydreams to dancing and getting laid (see TABLE 1).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Sutton-Smith, 1997, pp. 4-5

      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), S4 (based).

    Interpretationnone given
    § 1.1 A Brief History of Play Theory

    The line of thought reaching from Huizinga and Caillois to modern day is the basis for the way scholars in game studies often portray the history of their field.

    “The line of thought reaching from Huizinga and Caillois to modern day is the basis for the way scholars in game studies often portray the history of their field.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 1.1 A Brief History of Play Theory

    Schiller elevates play to an important role in his aesthetic thinking.

    “While doing so, Schiller elevates play to an important role in his aesthetic thinking.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 1.1 A Brief History of Play Theory

    Many play-forms are not simply a frivolous waste of time but significant forms of culture or social life.

    “Of note is also the amount of play-forms that are not simply a frivolous waste of time but significant forms of culture or social life.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 1.4 The Study of Meaning in Games

    The proceduralist approach is most likely influential because it addresses qualities only present in games and shows how procedural systems can create meaning.

    “This approach is most likely influential because it addresses qualities only present in games and shows how procedural systems can create meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The next year the development of the immensely influential Multi-User Dungeon (MUD) began.

    “The next year the development of the immensely influential Multi-User Dungeon (MUD) began.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 1.2 A Brief History of Digital Games

    When arcade game machines later appeared, they followed the pattern established by earlier machines.

    “When arcade game machines later appeared, they followed the pattern established by these earlier machines.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisereasoning
    § 1.2 A Brief History of Digital Games

    MUD followed the path laid out by Adventure, but the addition of multiple players made it a precursor of future multiplayer games, like MMORPG.

    “It followed the path laid out by Adventure , but the addition of multiple players made it a precursor of future multiplayer games, like Massively Multiplayer Online Role-playing Games (MMORPG).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Arcade machines were only rarely placed in locations meant for children; an arcade machine in a penny arcade or bar was for the entertainment of adults, even if that did little to keep children from playing with them.

    “They were only rarely placed in locations meant for children. An arcade machine in a penny arcade or in a bar was for the entertainment of adults, even if that did little to keep children from playing with them (Huhtamo, 2005, p. 10).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huhtamo, 2005, p. 10

      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).

    Premisenone given
    § 1.2 A Brief History of Digital Games

    A substantial amount of Nintendo's marketing was targeted at children.

    “A substantial amount of Nintendo's marketing was targeted at children.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The main body of videogame manufacturing moved to Japan, with Nintendo, Sega and later Sony producing and publishing successful home consoles.

    “The main body of videogame manufacturing moved to Japan, with Nintendo, Sega and later Sony producing and publishing successful home consoles.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Zork, programmed at the MIT in 1977, continued in the footprints of Adventure.

    “One of the games to continue in the footprints of Adventure is Zork , programmed at the MIT in 1977 (Montfort, 2005, p. 97).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Montfort, 2005, p. 97

      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
    § 1.2 A Brief History of Digital Games

    Home computers, like Commodore 64, Atari 400/800 and Apple II, ran games that were ported from arcade machines, but also completely new ones that were developed especially for these platforms.

    “Home computers, like Commodore 64, Atari 400/800 and Apple II, ran games that were ported from arcade machines, but also completely new ones that were developed especially for these platforms.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisereasoning
    § 1.4 The Study of Meaning in Games

    The platform a game runs on (home console, personal computer, or arcade machine) can make all the difference because these machines have different affordances that affect how the game actualizes on that platform.

    “Sometimes it makes all the difference whether the game is run on a home console, a personal computer or an arcade machine. These machines have different affordances that affect the way the game actualizes on that particular platform.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.2 A Brief History of Digital Games

    El Ajedrecista was an automaton capable of playing a limited form of chess against a human opponent.

    “It was an automaton, capable of playing a limited form of chess against a human opponent.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Montfort, 2005, p. 76

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Randell, 1982 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisereasoning
    § 1.2 A Brief History of Digital Games

    The text-based game allowed people from different locations to play together, making MUD the first online multiplayer game and a basis for a genre of games called simply MUDs.

    “The text-based game allowed people from different locations to play together, making MUD the first online multiplayer game and a basis for a genre of games called simply MUDs.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.2 A Brief History of Digital Games

    The online version of MUD was created in 1980.

    “The online version was created in 1980 (Wolf, 2012, p. 217).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wolf, 2012, p. 217
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.2 A Brief History of Digital Games

    One of the important predecessors of videogames is the slot machine, and the penny arcades they were often found in.

    “One of the important predecessors of videogames is the slot machine, and the penny arcades they were often found in (Huhtamo, 2005, p. 4).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huhtamo, 2005, p. 4

      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).

    Interpretationreasoning
    § 1.4 The Study of Meaning in Games

    Many researchers from different fields would benefit from a consistent account of the structures of meaning in games.

    “Researchers from different fields have different interests, but many would benefit from a consistent account of the structures of meaning in games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    Pac-Man was only fairly successful in Japan but extremely successful in the United States, becoming a cultural icon in both gaming and popular culture.

    “It was only fairly successful in Japan but extremely successful in the United States, becoming a cultural icon in both gaming and popular culture.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    Atari was not the first to reach the home console markets; Magnavox accomplished that with their home console Odyssey in 1972.

    “Atari was however not the first to reach the home console markets. That was accomplished by Magnavox with their home console Odyssey in 1972.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 1.2 A Brief History of Digital Games

    Computer Space was an important event in two ways: it continued the tradition of the slot machine and it moved videogames from the realm of research and technology to the realm of commercial entertainment.

    “It was an important event in two ways: it continued the tradition of the slot machine and it moved videogames from the realm of research and technology to the realm of commercial entertainment.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    OXO or Noughts and Crosses was a computer game using a cathode-ray tube for graphics, created in 1952 by a doctoral student of Cambridge University, and it ran on EDSAC, which was also the opponent in the game.

    “Another computer game using a cathode-ray tube for graphics was called OXO or alternatively Noughts and Crosses , following the traditional version of the game. It was created in 1952 by a doctoral student of Cambridge University. It ran on the Electronic Delay Storage Automatic Calculator (EDSAC), which was also the opponent in the game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 1.2 A Brief History of Digital Games

    The Odyssey came with six cartridges, cards, dice and scoreboards, showing how the console was placed in the same continuum with board games.

    “In addition to six cartridges, it came with cards, dice and scoreboards, showing how the console was placed in the same continuum with board games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation
    § 1.3 A Brief Look at Game Studies

    The disagreements and struggles with self-identification in game studies are a normal part of an academic discipline trying to define itself.

    “It might even be that the disagreements and struggles with self-identification are a normal part of an academic discipline trying to define itself (Lowood, 2006).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Lowood, 2006

      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
    § 1.2 A Brief History of Digital Games

    Slot machines and penny arcades formed the cultural assumption on what it is like to interact with game machines: place a coin and be entertained for a minute or two.

    “They formed the cultural assumption on what it is like to interact with game machines: place a coin and be entertained for a minute or two.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huhtamo, 2005, p. 4

      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). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    The Cathode-ray tube amusement device was an early example of a graphical electronic game, a plan for a missile simulator from 1947, which was never realized.

    “An early example of a graphical electronic game was the Cathode-ray tube amusement device , a plan for a missile simulator from 1947, which was unfortunately never realized (Wolf, 2012, pp. 1-2).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wolf, 2012, pp. 1-2
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    The year 1977 saw big changes for games: it was the year of the first videogame industry crash with only Atari, Coleco and Magnavox remaining on the market.

    “The year 1977 saw big changes for games. It was the year of the first videogame industry crash with only Atari, Coleco and Magnavox remaining on the market (Wolf, 2012, p. 80).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wolf, 2012, p. 80
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Nintendo had already managed to penetrate the North American market through Midway with Donkey Kong in 1981, but the development of the NES secured them a permanent foothold across the ocean.

    “Nintendo had already managed to penetrate the North American market through Midway with Donkey Kong in 1981,, but the development of the NES secured them a permanent foothold across the ocean (Malliet & de Meyer, 2005, p. 29).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Malliet & de Meyer, 2005, p. 29

      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). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    The first version of El Ajedrecista used a mechanical arm to move the pieces, but a later version used magnets underneath the board, making it seem as if the pieces were moving on their own.

    “The first version used a mechanical arm to move the pieces, but some years later Torres made a version of the game that used magnets underneath the board, making it seem as if the pieces were moving on their own.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationnone given
    § 1.2 A Brief History of Digital Games

    The public outcry made Death Race a precedent in later discussions regarding videogame-related violence, but it also helped to fuel the game's sales.

    “The public outcry made the game a precedent in later discussions regarding videogame-related violence, but it also helped to fuel the game's sales.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.4 The Study of Meaning in Games

    Some approaches borrow tools and concepts from narratology and literary studies and emphasize that games do not just contain meaning; they also contain texts and tell stories.

    “Some approaches borrow tools and concepts from other fields of research such as narratology and literary studies (Aarseth, 2012; Calleja, 2013; Simons, 2006). These approaches emphasize that games do not just contain meaning; they also contain texts and tell stories.”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Aarseth, 2012 source
    • cites Calleja, 2013

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Simons, 2006

      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).

    Premisereasoning
    § 1.4 The Study of Meaning in Games

    Playing in different cultures presumes different things about the nature of play, the role of play in life, and what is appropriate to simulate or represent in games.

    “Playing in different cultures presumes different things about the nature of play, the role of play in life and what is appropriate to simulate or represent in games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    Mechanical games were followed by electronic games, which used analog technology to achieve similar purposes.

    “Mechanical games were followed by electronic games, which used analog technology to achieve similar purposes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.2 A Brief History of Digital Games

    The first videogame to cause widespread media panic was Death Race, published in 1976.

    “While earlier videogames had shared the notoriety of arcades, the first videogame to cause widespread media panic was Death Race , published in 1976 (Kocurek, 2012).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Kocurek, 2012
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    Zork is the most well-known and successful textual adventure game, despite being only an incremental advancement over earlier games such as Adventure.

    “It is the most well-known and successful textual adventure game, despite being only an incremental advancement over earlier games such as Adventure .”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.2 A Brief History of Digital Games

    A significant change in the game industry took place with the great videogame industry crash of North America in 1983.

    “A significant change in the game industry took place with the great videogame industry crash of North America in 1983 (Wolf, 2012, p. 81).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wolf, 2012, p. 81
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    El Ajedrecista, manufactured by Leonardo Torres y Quevedo in 1912, was an early mechanical game that preceded most examples of automatic, interactive games by decades.

    “An interesting example of an early mechanical game is El Ajedrecista ( The Chess Player ), manufactured by Leonardo Torres y Quevedo in 1912”
    • Also stated in: § 1.2 A Brief History of Digital Games · plain
      “It precedes most examples of automatic, interactive games by decades.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Montfort, 2005, p. 76

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Randell, 1982 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    This Adventure was intended as an adaptation of the earlier text-based Adventure, but because of the limitations set by the Atari VCS, it differed vastly from the original.

    “This Adventure was intended as an adaptation of the earlier textbased Adventure , but because of the limitations set by the Atari VCS, it differed vastly from the original.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.3 A Brief Look at Game Studies

    Researchers enter game studies from other fields, and the political and ideological baggage they bring from those fields determines and motivates their approaches.

    “We all enter this field from somewhere else , from anthropology, sociology, narratology, semiotics, film studies, etc, and the political and ideological baggage we bring from our old field inevitably determines and motivates our approaches.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth (2001b)

      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). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Developers native to North America met with problems, opening the doors for Nintendo who published the Nintendo Entertainment System (NES) in North America in 1985.

    “Developers native to North America met with problems, opening the doors for Nintendo who published the Nintendo Entertainment System (NES) in North America in 1985 (Consalvo, 2006, p. 124).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Consalvo, 2006, p. 124 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Colossal Cave Adventure, also known simply as Adventure, was first created in 1976 and served as the model for many early text-based adventures.

    “Colossal Cave Adventure , also known simply as Adventure , was first created in 1976 and served as the model for many early text-based adventures (Montfort, 2005, p. 10).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Montfort, 2005, p. 10

      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), S4 (based).

    Interpretationreasoning
    § 1.4 The Study of Meaning in Games

    A consistent account of the structures of meaning in games would help with the self-identification of game studies as a discipline.

    “This would also help with the self-identification of game studies as a discipline.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § 1.4 The Study of Meaning in Games

    Not all players are identical, and different people play different games.

    “Not all players are identical and different people play different games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    Spacewar was not based on any pre-digital game but could only be played on a computer.

    “It is also notable that Spacewar was not based on any pre-digital game but could only be played on a computer (Aarseth, 2001a).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth, 2001a

      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).

    Premisereasoning
    § 1.2 A Brief History of Digital Games

    The first digital game creators did not create games for children, but for themselves.

    “They did not create games for children, but for themselves.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The first digital games were created by professionals with access to mainframes or, a bit later, by college students using university-owned computers.

    “The first digital games were created by professionals with access to mainframes or, a bit later, by college students using university-owned computers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The pinball machine was an important forerunner of gaming machines, and pinball machines rely on a similar kind of interaction as the first videogames.

    “The pinball machine was also an important forerunner of gaming machines. Pinball machines rely on similar kind of interaction than the first videogames.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    Nim was a simple game of picking up tokens, but its game logic was based on binary numbers, making it perfectly suited for a computer.

    “Nim was a simple game of picking up tokens, but the game logic was based on binary numbers, making it perfectly suited for a computer.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The first games created on digital computers were not meant for entertainment but served serious purposes.

    “The first games created on digital computers were not meant for entertainment but served serious purposes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 1.3 A Brief Look at Game Studies

    This baggage has led to disagreement and sometimes fierce battles on the terminology and methods used to understand and discuss games.

    “This 'baggage' has led to disagreement and, sometimes, fierce battles on the terminology and methods used to understand and discuss games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 1.3 A Brief Look at Game Studies

    Game studies is united by the belief that games are something special, not simply variations of something else but a thing of their own, worthy of academic study.

    “Regardless of differences in opinion on how games should be studied, game studies is united by the belief that games are something special. They are not simply variations of something else but a thing of their own, a thing worthy of academic study.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    1977 was also the year when Atari released the Atari VCS, starting a serious competition with Magnavox for the position of the leading home console.

    “It was also the year when Atari released the Atari VCS, starting a serious competition with Magnavox for the position of the leading home console.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    While some of the games would have been playable by children, games like Zork required both access to expensive hardware and an ability to comprehend and produce text.

    “While some of the games would have been playable by children, games like Zork required both access to expensive hardware and an ability to comprehend and produce text.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.3 A Brief Look at Game Studies

    There have been few tools for studying games and no consensus on the concepts used in game studies.

    “However, there have been few tools for studying games and no consensus on the concepts used.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth (2001b)

      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). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The Top Management Decision Simulation was a relatively simple simulation and could have been run without the use of a computer.

    “It was still a relatively simple simulation and could have been run without the use of a computer.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 1.2 A Brief History of Digital Games

    The Ferranti NIMROD, capable of playing Nim, was actualized in 1951, but the game was originally designed for digital platforms already in 1941.

    “A digital computer, the Ferranti NIMROD, capable of playing the game Nim , was actualized in 1951, but the game was originally designed for digital platforms already in 1941 (Donovan, 2010; Redheffer, 1948, p. 343).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Donovan, 2010

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Redheffer, 1948, p. 343 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § 1.4 The Study of Meaning in Games

    Game studies have begun to cover the territory of games, but much remains uncovered.

    “Game studies have begun to cover the territory of games, but much remains uncovered.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    The 1980s was a time of global growth for the videogame industry, with most of the forms of gaming we know today having their predecessors in this era.

    “On the contrary, the 1980s was a time of global growth for the videogame industry, with most of the forms of gaming we know today having their predecessors in this era.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.2 A Brief History of Digital Games

    Space Invaders featured a layout similar to Atari's 1976 Breakout, but was graphically more complex.

    “It featured a layout similar to Atari's 1976 Breakout ,, but was graphically more complex.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The process of interpretation is not cyclical in the sense that it would always end up where it started from.

    “The process of interpretation is not cyclical in the sense that it would always end up where it started from.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The process of interpretation works in the manner of the hermeneutic circle described by Schleiermacher.

    “This process of interpretation works in the manner of the hermeneutic circle described by Schleiermacher and elaborated above (Schmidt, 2006, p. 14).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schmidt, 2006 source
  • May combine two claims.

    Premisecitation
    § 1.5 Objectives and Research Questions

    Capturing role-play is easier in the digital environment than in the physical world, and the boundaries around play are clearer.

    “Capturing role-play is easier in the digital environment than it is in the physical world, and the boundaries around play are clearer (cf. Harviainen, 2012, pp. 7779).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Harviainen, 2012
  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given
    § 1.6 Research Process and Structure

    MMORPGs have additional meaning-making processes that are dependent on the large social groups that play them.

    “MMORPGs have additional meaning-making processes that are dependent on the large social groups that play them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Premisenone given
    § 1.5 Objectives and Research Questions

    Abstract games lack many of the features discussed in this study.

    “Abstract games lack many of the features discussed in this study”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The process of interpretation begins anew each time, building on the results of earlier reflection and becoming better with each subsequent cycle.

    “Instead, the process of interpretation begins anew each time, building on the results of earlier reflection and becoming better with each subsequent cycle.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Premisenone given
    § 3. How do ludonarrative games create meaning? (Paper 5)

    Narrative games are more likely than abstract games to require the kind of complex hermeneutic analysis this study builds a theory for.

    “narrative games are more likely than abstract games to require the kind of complex hermeneutic analysis this study builds a theory for.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisenone given
    § 1.4 The Study of Meaning in Games

    It is not clear what 'meaning' means for different scholars in game studies.

    “It is not even clear what 'meaning' means for different scholars in game studies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's view means that tradition is not inherently suspicious, as it was for the Enlightenment thinkers.

    “However, it does mean that tradition is not inherently suspicious, as it was for the Enlightenment thinkers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisereasoning
    § 1.4 The Study of Meaning in Games

    What is still lacking in game studies is an account of meaning in games that covers the phenomenon from the whole range of aspects that need to be taken into account, from culture to the player to the game.

    “What is still lacking is an account of meaning in games that covers the phenomenon from the whole range of aspects that need to be taken into account, from culture to the player to 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
    § 1.5 Objectives and Research Questions

    Much of philosophy has been about figuring out how to ask the right questions, and some philosophers have seen the clarification of language as the sole task of philosophy.

    “Much of philosophy has been about figuring out how to ask the right questions and some philosophers have even seen the clarification of the language we use to do so as the sole task of philosophy (Wittgenstein, 1922, p. 39).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wittgenstein, 1922

      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
    § 1.4 The Study of Meaning in Games

    This study paves the way for an approach that provides meaningful answers to questions of meaning, though it does not answer all relevant questions or provide a theory to end all theory.

    “While this study does not answer all the relevant questions or provide a theory to end all theory, it paves way for an approach that provides meaningful answers to questions of meaning, with some important caveats that are presented next.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 2 THEORETICAL FOUNDATION

    Games are studied in a variety of academic contexts, with the philosophical being a minor one.

    “Games are studied in a variety of academic contexts, with the philosophical being a minor one.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 1.5 Objectives and Research Questions

    The examples of ludonarrative games discussed in this study include Fallout 2, King of Dragon Pass, and Spec Ops: The Line, all of which combine game elements and story elements.

    “The examples of ludonarrative games that I discuss include games like Fallout 2 , King of Dragon Pass and Spec Ops: The Line . These are all games that combine game elements and story elements.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's view does not mean that the authority of tradition could or should not be questioned.

    “This does not mean that the authority of tradition could or should not be questioned.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 1.4 The Study of Meaning in Games

    The proceduralist approach makes a convincing case for a comprehensive approach that takes into account the special features of games that affect how games create meaning.

    “The proceduralist approach makes a convincing case for a comprehensive approach, taking into account the special features of games that affect how games create meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisereasoning
    § 1.6 Research Process and Structure

    Some playing experience certainly helps a scholar of play, though not all scholars of play need to be professional players.

    “Not all scholars of play need to be professional players, but some playing experience certainly helps.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer takes Heidegger's thought and applies it to human interpretation and understanding in Truth and Method.

    “Gadamer takes Heidegger's thought and through a rigorous critique of earlier hermeneutics, applies it to human interpretation and understanding in his magnum opus, Truth and Method (1960/2004).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004

      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), S4 (based).

    Interpretationreasoning
    § 1.5 Objectives and Research Questions

    Hermeneutics is a valuable tool for game studies.

    “These more general questions prepare the theoretical framework for discussing meaning in games and show how hermeneutics is a valuable tool for game studies.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer sees prejudices as the fore-structures of understanding.

    “He sees prejudices as the fore-structures of understanding”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Schmidt, 2006 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    A spiral may be a better metaphor for interpretation than a circle.

    “In that sense a spiral may be a better metaphor for interpretation than a circle (see FIGURE 3).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Following Heidegger, Gadamer calls this 'thrownness'.

    “Following Heidegger, Gadamer calls this 'thrownness' (Schmidt, 2006, p. 69, 99-101).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schmidt, 2006 source
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1 Hermeneutics

    The concept of 'text' has been broadened to cover all kinds of objects that require interpretation.

    “While historically hermeneutics has focused on texts in the traditional sense of the word, the concept has been since been broadened to cover all kinds of objects that require interpretation (cf. Ricoeur, 1981, pp. 145-164, 169, 197-221).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ricoeur, 1981, pp. 145-164, 169, 197-221

      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), S4 (based).

    Premisenone given
    § 3. How do ludonarrative games create meaning? (Paper 5)

    The question of what we understand as games is central to understanding them as things that are interpreted.

    “the question of what we understand as games is central to understanding them as things that are interpreted.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationcitation
    § 1.4 The Study of Meaning in Games

    The hermeneutic approach adapted in this study has long considered play as a part of the process of interpretation, and may therefore help in bridging systems and play.

    “The hermeneutic approach adapted in this study has long considered play as a part of the process of interpretation, and may therefore help in bridging systems and play (Gadamer, 1960/2004, pp. 102-110; Mäyrä, 2008b, p. 4).”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Gadamer, 1960/2004, pp. 102-110

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Mäyrä, 2008b, p. 4

      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).

    Premisereasoning
    § 1.5 Objectives and Research Questions

    Digital games can easily be more complex than analog games, since much of the processing and note-keeping is taken care of by the system.

    “Digital games can also easily be more complex than analog games, since much of the processing and note-keeping is taken care of by the system.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation
    § 1.6 Research Process and Structure

    Understanding games certainly requires playing them.

    “one could say on a more general level that understanding games certainly requires playing them.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth (2003, p. 3)

      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).

    Premisenone given
    § 1.5 Objectives and Research Questions

    One reason game scholars choose digital games as examples is that digital games have permanence not found in many other forms of games.

    “One of the reasons game scholars choose digital games as examples is that they have permanence not found in many other forms of games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer emphasizes how no thinking happens outside history and a context.

    “Gadamer emphasizes how no thinking happens outside history and a context.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Premisecitation
    § 1.5 Objectives and Research Questions

    Larps are usually played only once, and even if repeated, they might change significantly from one instance to another.

    “Larps (Live Action Role-Playing Games) are usually played only once, and even if repeated, they might change significantly from one instance to another.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 1.4 The Study of Meaning in Games

    Sicart (2011) argues that the proceduralist approach does not take play into account sufficiently.

    “Sicart (2011) argues that it does not take play into account sufficiently:”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Sicart (2011)

      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).

    Premisereasoning
    § 1.5 Objectives and Research Questions

    A good answer to the question of how games create meaning requires good answers to the more specific questions it hides.

    “A good answer to the first question requires good answers to the more specific questions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 1.5 Objectives and Research Questions

    Understanding the games discussed in this study would not be possible without taking their narrative aspects into account.

    “Understanding the games discussed in this study would not be possible without taking their narrative aspects into account.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Ludonarrative games have the cultural referents that make hermeneutic analysis conducted in this study possible.
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer builds his theory on a critique of Kant and the Enlightenment thinkers whom he accuses of abandoning tradition as a source of knowledge.

    “Gadamer builds his theory on a critique of Kant and the Enlightenment thinkers whom he accuses of abandoning tradition as a source of knowledge:”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 1.5 Objectives and Research Questions

    Digital games are more visible in contemporary culture than non-digital games.

    “This does not mean that I consider digital games to be somehow better than non-digital ones, but they are certainly more visible in the contemporary culture.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer builds a theoretical framework for philosophical hermeneutics that addresses questions of understanding, interpretation, the truth in art, and the objectivity of the human sciences.

    “he builds a theoretical framework for philosophical hermeneutics that addresses questions of understanding, interpretation, the truth in art, and the objectivity of the human sciences.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Humans are always understanding something in a preliminary way before starting the conscious task of interpreting.

    “humans as always understanding something in a preliminary way before starting the conscious task of interpreting.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Schmidt, 2006 source
  • Probably not a substantial claim: may not pass S4 (based).

    Premisereasoning
    § 1.5 Objectives and Research Questions

    Digital games are reasonably easy to document because they run on platforms capable of capturing everything that happens on them.

    “Digital games are also reasonably easy to document, because they run on platforms capable of capturing everything that happens on them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation
    § 1.5 Objectives and Research Questions

    Game studies would benefit from acknowledging that digital games should be studied as a special case of games rather than the other way around.

    “Game studies would benefit from acknowledging that digital games should be studied as a special case of games rather than the other way around. (Stenros & Waern, 2011, p. 1)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stenros & Waern, 2011

      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).

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Recognizing our place in history and the positive aspect of pre-judgments is a central aspect of Gadamer's thinking.

    “Recognizing our place in history and the positive aspect of pre-judgments is a central aspect of his thinking.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation
    § 2.1 Hermeneutics

    Meaningful activity can be interpreted as a text.

    “This echoes Ricoeur's (1981, pp. 197-221) argument that meaningful activity can be interpreted as a text.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ricoeur (1981, pp. 197-221)

      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), S4 (based).

    Premisereasoning
    § 1.5 Objectives and Research Questions

    Getting the right answer requires asking the right questions.

    “getting the right answer requires asking the right questions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's concern is not what we do or what we ought to do, but what happens to us over and above our wanting and doing.

    “His concern is -- not what we do or what we ought to do, but what happens to us over and above our wanting and doing. (Gadamer, 1960/2004, p. xxvi)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004

      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). May combine two claims.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer situates himself in the tradition of historical thinkers and attempts a 'rehabilitation of authority and tradition'.

    “Gadamer situates himself in the tradition of historical thinkers and attempts a 'rehabilitation of authority and tradition' as he calls it (Gadamer, 1960/2004, p. 278).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

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

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    For Gadamer, prejudice is not a negative thing, but a pre-judgment, and as such an essential part of all thinking.

    “For Gadamer, prejudice is not a negative thing, but a pre-judgment, and as such an essential part of all thinking.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 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).

    Premisenone given
    § 1.4 The Study of Meaning in Games

    The proceduralist approach is firmly based on the ludological approach to games, mainly considering them as systems.

    “However, it is firmly based on the ludological approach to games, mainly considering them as systems.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Premisenone given
    § 2 THEORETICAL FOUNDATION

    The study of games is not a specific academic discipline, but an assortment of approaches to studying games.

    “The study of games is not a specific academic discipline, but an assortment of approaches to studying games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer explores the premises and structure of human interpretation, the aware and unaware things we do and which happen to us when we seek to understand something.

    “Gadamer explores the premises and structure of human interpretation, the aware and unaware things we do and which happen to us when we seek to understand something.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Premisereasoning
    § 1.5 Objectives and Research Questions

    The question of how games create meaning is a complex question that hides other, more specific questions.

    “The problem here is not that it is a bad question, but that it is a complex question. It hides other, more specific questions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's hermeneutics is already far removed from the original concern of hermeneutics, the correct interpretation of holy texts.

    “This is already far removed from the original concern of hermeneutics, the correct interpretation of holy texts (Jeanrod, 1991).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Jeanrod, 1991

      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). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    While a certain horizon may limit our understanding, temporal distance helps us broaden our horizons.

    “While a certain horizon may limit our understanding, temporal distance helps us broaden our horizons.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer makes a sharp distinction between authorial intent and the meaning of an object.

    “Gadamer also makes a sharp distinction between authorial intent and the meaning of an object.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    A crucial point in Gadamer's view of prejudice is his analysis of application.

    “A crucial point in Gadamer's view of prejudice is his analysis of application.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    For Gadamer, language is the medium in which understanding happens and conversation is a metaphor for the process of interpretation.

    “For Gadamer, language is the medium in which understanding happens and conversation is a metaphor for the process of interpretation (Malpas, 2013).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Malpas, 2013

      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
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The horizon is a starting point we can use to reach understanding.

    “It is a starting point we can use to reach understanding.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    One of the central concepts Gadamer uses when discussing the context of interpretation is the horizon.

    “One of the central concepts Gadamer uses when discussing the context of interpretation is the horizon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Interpreters are part of history, but so are the objects they are trying to interpret.

    “Interpreters are part of history, but so are the objects they are trying to interpret.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer argues that being conscious of one's prejudices, and the fact that there is no escaping those prejudices, gives interpretations more legitimacy than blindly denying that our point of view might be less than objective.

    “He argues that being conscious of one's prejudices, and the fact that there is no escaping those prejudices, gives interpretations more legitimacy than blindly denying that our point of view might be less than objective.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Whenever the object of interpretation has existed in history before the interpretation has begun, it has created an effective history of earlier interpretations and meanings.

    “Whenever the object of interpretation has existed in history before the interpretation has begun, it has created an effective history of earlier interpretations and meanings.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    As long as culture is going to change, our interpretations need to change as well.

    “We might generalize this to mean that as long as culture is going to change, our interpretations need to change as well.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Understanding what something means in history, means understanding what kind of relation it has to other things in history.

    “Understanding what something means in history, means understanding what kind of relation it has to other things in history.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Play is a to-and-fro movement, a playful mode of being, exhibited by nature, animals and humans, and necessary for the appreciation of aesthetic objects.

    “Play is a to-and-fro movement, a playful mode of being, exhibited by nature, animals and humans, and necessary for the appreciation of aesthetic objects.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    For Gadamer, play was a central metaphor for the ontology of the work of art.

    “For him, play was a central metaphor for the ontology of the work of art.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 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).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer views play as something larger than just human action.

    “He (2004, p. 105) also views play as something larger than just human action:”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 2004, p. 105

      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).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    To understand something historical, the interpreter must acquire the appropriate historical horizon.

    “Third, to understand something historical, the interpreter must acquire the appropriate historical horizon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Truth or meaning is not subjective in Gadamer's view.

    “That is not the case.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's view is not that we should submit to this effective history and accept it as gospel, but that being conscious of it can give us a better chance of reaching the truth of the matter.

    “Again, Gadamer's view is not that we should submit to this effective history and accept it as gospel, but that being conscious of it can give us a better chance of reaching the truth of the matter.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's analysis of hermeneutics is 'analysis of the universal linguisticality of man's relation to the world'.

    “His analysis of hermeneutics is 'analysis of the universal linguisticality of man's relation to the world' (Gadamer, 1977, p. 19).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1977, p. 19

      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). May combine two claims.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer does not rule out other forms of understanding the world but gives primacy to language, calling it the 'medium of hermeneutic experience'.

    “He does not rule out the possibility of other forms of understanding the world but gives primacy to language, calling it the 'medium of hermeneutic experience' (Gadamer, 1960/2004, p. 385).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 385

      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). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    This fusion brings prejudices to the fore and gives us a chance to refute them by comparing what we expect to find with what the object is actually saying.

    “This fusion also brings prejudices to the fore and gives us a chance to refute them by comparing what we expect to find with what the object is actually saying.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    It is impossible and undesirable to try to separate, for example, Mona Lisa from all earlier interpretations of it, since the earlier interpretations are a central aspect of what constitutes Mona Lisa in the first place.

    “It is impossible and undesirable to try to separate, for example, Mona Lisa from all earlier interpretations of it, since the earlier interpretations are a central aspect of what constitutes Mona Lisa in the first place.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Because Gadamer's own account of the matter leaves room for interpretation, David Weberman (2000) has sought to clarify it with the aid of two new concepts: intrinsic and relational properties.

    “Because Gadamer's own account of the matter leaves room for interpretation, David Weberman (2000) has sought to clarify it with the aid of two new concepts: intrinsic and relational properties (see also Paper 1).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Weberman, 2000 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    As interpreters we are always bound by our horizons.

    “Second, as interpreters we are always bound by our horizons.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Losing oneself in the act of playing is not an aberration, but a fundamental part of the nature of play.

    “Losing oneself in the act of playing is not an aberration, but a fundamental part of the nature of play: 'all playing is a being-played' (Gadamer, 1960/2004, p. 106).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 106

      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).

    Premisereasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer bases his analysis of interpretation on his theory of language.

    “Gadamer bases his analysis of interpretation on his theory of language.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    A more apt description of Gadamer's account is 'interpretive pluralism,' as it shows meaning is firmly dependent on the context of interpretation.

    “A more apt description might be to call it 'interpretive pluralism,' as it shows how meaning is firmly dependent on the context of interpretation (Weberman, 2000, p. 51).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Weberman, 2000, p. 51 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Those interpretations have become part of its effective history and have become permanent additions to its meaning.

    “Those interpretations have become part of its effective history and have become permanent additions to its meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    By becoming conscious of our prejudices, we can free ourselves of the 'tyranny of hidden prejudices' that would otherwise plague our interpretation.

    “By becoming conscious of our prejudices, we can free ourselves of the 'tyranny of hidden prejudices' (Gadamer, 1960/2004, p. 272) that would otherwise plague our interpretation.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004

      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
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's interest in play is part of his theory of aesthetics.

    “This frames Gadamer's interest in play as being part of his theory of aesthetics.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    There is a meaning and truth to be found, but they are not set in stone while history marches by.

    “There is a meaning and truth to be found, but they are not set in stone while history marches by.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Answering questions about purpose helps us understand the prejudices behind the interpretation process.

    “Answering these questions helps us understand the prejudices behind the interpretation process.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer seems to try to say things about play in general, and his thoughts occasionally seem to mirror those of Caillois and Huizinga.

    “However, he does seem to try to say things about play in general, and his thoughts occasionally seem to mirror those of Caillois and Huizinga, whose ideas were presented in the introduction.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer argues that to understand something, we must enter into a dialogue with it.

    “Gadamer argues that to understand something, we must enter into a dialogue with it.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 363

      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). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    While our horizon limits our interpretations, it is also a productive tool.

    “While our horizon limits our interpretations, it is also a productive tool.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    When dialogue is successful, the interpreter reaches what Gadamer calls a 'fusion of horizons'.

    “When this is successful, the interpreter reaches what Gadamer calls a 'fusion of horizons' (Gadamer, 1960/2004, p. 305).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 305

      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
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's admittance of the changing nature of meaning can give the impression that truth or meaning is somehow subjective.

    “Gadamer's admittance of the changing nature of meaning can give the impression that truth or meaning is somehow subjective.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The horizon should not be read as a literal visual point of view, but as a mental landscape, a context of interpretation and understanding.

    “This should not be read as a literal visual point of view, but as a mental landscape, a context of interpretation and understanding.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Relational properties can only exist in relation to other things.

    “These are all properties that can only exist in relation to other things.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer argues that all interpretation happens in relation to some purpose and, therefore, all interpretation includes application.

    “He argues that all interpretation happens in relation to some purpose and, therefore, all interpretation includes application.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Like prejudices, the horizon enables us to make interpretations in the first place.

    “Like prejudices, the horizon enables us to make interpretations in the first place.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    No object of interpretation is a vessel for a single, unified meaning, but a fountain of possible meanings that may be actualized in different historical and cultural contexts.

    “No object of interpretation is a vessel for a single, unified meaning, but a fountain of possible meanings that may be actualized in different historical and cultural contexts.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    For Gadamer, the truth found in art is neither a singular, static thing nor a neutral logical proposition.

    “However, for him the truth found in art is neither a singular, static thing nor a neutral logical proposition.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    This stance makes sense especially when historical events have caused a significant change in the meaning of an object, as happened in the case of swastika.

    “This stance makes sense especially when historical events have caused a significant change in the meaning of an object, as happened, for instance, in case of swastika.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Genuine understanding requires a dialogue between the interpreter and the object of interpretation.

    “While application required questioning in a different manner, asking questions from the object being interpreted, a genuine understanding requires a dialogue between the interpreter and the object of the interpretation.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    A historical text made the object of interpretation means that it puts a question to the interpreter.

    “That a historical text is made the object of interpretation means that it puts a question to the interpreter.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 363

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Play forms a part of Gadamer's hermeneutics.

    “Play also forms a part of Gadamer's (2004) hermeneutics.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 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).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Temporal distance also has a second, opposite aspect of effective history.

    “Temporal distance also has a second, opposite aspect of effective history.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Relational properties might also change because of fortunate or unfortunate circumstances, especially over time.

    “These properties might also change because of fortunate or unfortunate circumstances, especially over time.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer sees interpretation in terms of recreation, with the interpreter recreating the meaning in relation to the present horizon.

    “Gadamer sees interpretation in terms of recreation, with the interpreter recreating the meaning in relation to the present horizon (see also Paper 4).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Paper 4

      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).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    An interpretation always has a horizon that is impossible to overcome from that perspective.

    “First, an interpretation always has a horizon that is impossible to overcome from that perspective.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    It is congruent with Gadamer's idea of effective history.

    “It is also congruent with Gadamer's idea of effective history.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    This perspective places games much closer to the realm of art than is generally thought.

    “This perspective seems to place games much closer to the realm of art than is generally thought (cf. Smuts, 2005).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Smuts, 2005

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer is convinced that art can be used as a tool for revealing the truth about the world.

    “Gadamer is convinced that art can be used as a tool for revealing the truth about the world.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Reaching some kind of final understanding would require a Hegelian end of history.

    “Reaching some kind of final understanding would require nothing less than a Hegelian end of history.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    No final meaning can be assigned to an object because its relational properties are always in flux.

    “Because its relational properties are always in flux, no final meaning can be assigned to an object.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    These are not identical to the object itself, but an important aspect of it when interpretation is taken into consideration.

    “These are not identical to the object itself, but an important aspect of it when interpretation is taken into consideration.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The author's intent is something permanent, while an object's meaning is always incomplete and always subject to change when the context around the object changes.

    “The author's intent is something permanent, while an object's meaning is always incomplete and always subject to change when the context around the object changes.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer's position on prejudice should not be read as espousing subjectivity in interpretation.

    “Nor should Gadamer's position on prejudice be read as espousing subjectivity in interpretation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The hermeneutic phenomenon implies the primacy of dialogue and the structure of question and answer.

    “Thus we return to the conclusion that the hermeneutic phenomenon too implies the primacy of dialogue and the structure of question and answer.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 363

      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).

    Premisereasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Because of Gadamer's interest in the artwork as a structure that frames the aesthetic encounter, he focuses on play as a structure rather than action.

    “Because of Gadamer's interest in the artwork as a structure that frames the aesthetic encounter, he focuses on play as a structure rather than action.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The horizon of the interpreter and the object being interpreted fuse, creating an understanding of the subject at hand.

    “The horizon of the interpreter and the object being interpreted fuse, creating an understanding of the subject at hand.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    As time goes on and the point of view becomes more distant, more things come into view as the horizon broadens.

    “As time goes on and the point of view becomes more distant, more things come into view as the horizon broadens (cf. Paper 4).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 2.2.3 Meaning as Use

    In later Wittgenstein, the clear distinction between things that can be spoken about and things that must be passed over in silence is gone.

    “The clear distinction between things that can be spoken about and things that must be passed over in silence is gone”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Habermas criticizes Gadamer for his views on language and tradition.

    “Habermas criticizes Gadamer for his views on language and tradition.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Mendelson, 1979, p. 64 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer refers instead to the worldview represented by the artist when doing art.

    “Gadamer refers instead to the worldview represented by the artist when doing art.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing).

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Hirsch disagrees, arguing that Gadamer confuses meaning (author's intent) with signification (reader's interpretation).

    “Hirsch (1967, p. 123) disagrees, arguing that Gadamer confuses meaning (author's intent) with signification (reader's interpretation)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Hirsch, 1967, p. 123 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer's view on how interpretation works is not universally accepted.

    “Gadamer's view on how interpretation works is not universally accepted.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Barthold, 2014

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Hirsch, 1967 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer reads the history of philosophy with the intent of applying it to his own project, which perhaps explains the one-sidedness of the interpretation.

    “He reads the history of philosophy with the intent of applying it to his own project, which perhaps explains the one-sidedness of the interpretation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Art is knowledge and experiencing an artwork means sharing in that knowledge.

    “art is knowledge and experiencing an artwork means sharing in that knowledge.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 2004, p. 84

      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).

    Premisenone given
    § 2.2.3 Meaning as Use

    Later Wittgenstein and Philosophical Investigations have a much messier view of language than the Tractatus.

    “Later Wittgenstein and Philosophical Investigations have a much messier view of language than the Tractatus .”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Art can help answer questions connected to what it is to be human and how we should relate to the world.

    “Instead, it can help answer questions connected to what it is to be human and how we should relate to the world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 2.2.1 Early Wittgenstein and the Tractatus Logico-Philosophicus

    The first important distinction is between the early Wittgenstein of Tractatus Logico-Philosophicus and the later Wittgenstein of Philosophical Investigations.

    “The first important distinction is between the early Wittgenstein of Tractatus Logico-Philosophicus (1922) and the later Wittgenstein of Philosophical Investigations (1953/2001).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Wittgenstein, 1922

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Wittgenstein, 1953/2001

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    The analogy between action and text is based on the concept of speech-act, a bridge between action and language.

    “The analogy is based on the concept of speech-act, a bridge between action and language (Austin, 1962).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Austin, 1962

      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
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    This should not be confused with the artist's subjective intention of what they were trying to convey with the work.

    “This should not be confused with the artist's subjective intention of what they were trying to convey with the work.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Ricoeur's idea of interpreting any meaningful action as a text is especially relevant to the current study.

    “A notion especially relevant to the current study is Ricoeur's idea of interpreting any meaningful action as a text (Ricoeur, 1981, pp. 197-221).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ricoeur, 1981, pp. 197-221

      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
    § 2.2.3 Meaning as Use

    In Wittgenstein's view, there is nothing common among all the things that we call games.

    “He uses games as an example, asking what is common among all the things that we call games. The answer is, he tells us, nothing.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wittgenstein, 1953/2001, para. 66

      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
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer's critique of previous hermeneutic thinkers may not have been the most generous reading of earlier research.

    “Some scholars have also noted that Gadamer's critique of previous hermeneutic thinkers may not have been the most generous reading of earlier research”
    Quote in the paperNot a substantial claim0 of 3 sources checked
    • cites Gjesdal, 2006, pp. 133-134 source
    • cites Harrington, 2000, p. 493 source
    • cites Pettersson, 2009, p. 17 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Habermas argues that Gadamer's view does not leave enough room for social criticism or for properly critical hermeneutics.

    “Habermas argues that Gadamer's view does not leave enough room for social criticism or for properly critical hermeneutics (Mendelson, 1979, p. 64, 67).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Mendelson, 1979, p. 64, 67 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.2.1 Early Wittgenstein and the Tractatus Logico-Philosophicus

    The Tractatus inspired members of the Vienna Circle to develop a philosophical movement called logical positivism and logical empiricism.

    “The Tractatus inspired members of the Vienna Circle to develop a philosophical movement that has been called both logical positivism and logical empiricism (cf. Creath, 2014; Passmore, 1943).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Creath, 2014

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Passmore, 1943 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 2.2.3 Meaning as Use

    In Wittgenstein's view, definitions should be viewed in terms of family resemblance.

    “In Wittgenstein's view, definitions should be viewed in terms of family resemblance.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    To understand life during the industrial revolution in 19th century Britain or the experience of war in Germany during WWII, one can turn to historians or works of art that depict those periods.

    “To understand life during the industrial revolution in 19 th century Britain or the experience of war in Germany during the Second World War, one can turn to the writings of historians or one can consult the works of art that depict those periods.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The kind of truth encountered in the experience of the beautiful makes a claim to more than merely subjective validity.

    “The kind of truth that we encounter in the experience of the beautiful does unambiguously make a claim to more than merely subjective validity.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 1986, p. 18

      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
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    E. D. Hirsch espouses a view based on authorial intent.

    “For example, E. D. Hirsch espouses a view based on authorial intent (Barthold, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Barthold, 2014

      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).

    Premisereasoning
    § 2.2.3 Meaning as Use

    Wittgenstein opposes the earlier approaches to meaning that place meaning either in some objective space or inside mental representations.

    “Wittgenstein opposes the earlier approaches to meaning that place meaning either in some objective space or inside mental representations.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Ricoeur argues that actions become embedded in both actual documents and in history as a document of all things that have happened, and can be then read from that document as if from a text.

    “Ricoeur argues that actions become embedded in both actual documents and in history as a document of all things that have happened, and can be then read from that document as if from a text.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ricoeur, 1981

      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). May combine two claims.

    Interpretationreasoning
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer is not trying to formulate a methodology for interpretation or a theory of truth, but to describe the preconditions for human understanding.

    “Gadamer is not trying to formulate a methodology for interpretation or a theory of truth, but to describe the preconditions for human understanding.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    A central point of Habermas's criticism against Gadamer is Gadamer's positive view of tradition.

    “A central point of Habermas's criticism against Gadamer is Gadamer's positive view of tradition.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Mendelson, 1979, p. 64, 67 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Games also have an impermanent aspect to them since gameplay is not something that persists in time.

    “However, games also have an impermanent aspect to them since gameplay is not something that persists in time.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing).

    Interpretationreasoning
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    If hermeneutics is content to describe 'what happens to us over and above our wanting and doing', it cannot work as a tool for emancipation.

    “If hermeneutics is content to describe 'what happens to us over and above our wanting and doing' (Gadamer, 1960/2004, p. xxvi), it cannot work as a tool for emancipation.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. xxvi

      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.

    Interpretationnone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The understanding derived from works of historians and artists are not in competition, but present different perspectives on the same phenomenon.

    “The understanding derived from the works of historians and artists are not in competition, but present different perspectives on the same phenomenon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The truth found in art is not comparable to the one discovered in science; it is meaningless to compare them.

    “This does not mean that the truth found in art is comparable to the one discovered in science. It is meaningless to compare them, since they are of different type and reveal different parts of the world in different ways.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisenone given
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer argues that authorial intent is not to be confused with the meaning of a work of art.

    “While Gadamer argues that authorial intent is not to be confused with the meaning of a work of art, some thinkers disagree.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.2.1 Early Wittgenstein and the Tractatus Logico-Philosophicus

    In early Wittgenstein's theory of language, things like aesthetics, ethics and metaphysics are just confusions in language.

    “In early Wittgenstein's theory of language things like aesthetics, ethics and metaphysics are just confusions in language (Biletzki & Matar, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Biletzki & Matar, 2014

      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
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Habermas's criticism of Gadamer focuses on his worry that hermeneutics as a theory for the social sciences does not provide proper tools for critiquing structures of oppression.

    “Combined, Habermas's criticism of Gadamer focuses on his worry that hermeneutics as a theory for the social sciences does not provide proper tools for critiquing structures of oppression (cf. Gadamer, 1975).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 1975

      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
    § 2.2.1 Early Wittgenstein and the Tractatus Logico-Philosophicus

    With the Tractatus, Wittgenstein purports to have established a theory of language that tells philosophy what can and what cannot be meaningfully discussed.

    “With the Tractatus, Wittgenstein purports to have established a theory of language that tells philosophy what can and what cannot be meaningfully discussed.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wittgenstein, 1922

      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).

    Premisereasoning
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    To Gadamer, this is not a subjectivist or a relativist position, since the meaning is always tied to a specific frame of reference, within which it can be determined.

    “To Gadamer, this is not a subjectivist or a relativist position, since the meaning is always tied to a specific frame of reference, within which it can be determined.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer follows Hegel's lectures on aesthetics in formulating his view that works of art are mirrors of the worldviews embedded in them.

    “Gadamer follows Hegel's lectures on aesthetics in formulating his view that works of art are mirrors of the worldviews embedded in them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    This makes analyzing games potentially easier.

    “This makes analyzing games potentially easier.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Ricoeur analyses the structure of action and finds that action and text share a similar structure.

    “He analyses the structure of action and finds that action and text share a similar structure.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Ricoeur, 1981

      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). May combine two claims.

    Premisecitation
    § 2.2.1 Early Wittgenstein and the Tractatus Logico-Philosophicus

    While some of the premises of the Vienna Circle's quest were problematic, they have had an enormous influence on the development of philosophy of science and related fields.

    “While some of the premises of this quest were problematic, they have had an enormous influence on the development of philosophy of science and related fields (Creath, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Creath, 2014

      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
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer has been criticized for neither discussing epistemology nor providing a methodology despite the title of his most important book.

    “Gadamer has been criticized for neither discussing epistemology nor providing a methodology despite the title of his most important book (Lammi, 1991, p. 489).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Lammi, 1991, p. 489 source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 2.2.1 Early Wittgenstein and the Tractatus Logico-Philosophicus

    The views presented in early and later Wittgenstein have very little in common.

    “These two are usually discussed separately, almost as if they were written by different authors, for the views presented in them have very little in common.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    While Gadamer is interested in the conditions of understanding, Habermas tries to theorize and formulate the preconditions of a society free of domination.

    “While Gadamer is interested in the conditions of understanding, Habermas tries to theorize and formulate the preconditions of a society free of domination.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing). May combine two claims.

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Habermas claims that Gadamer overemphasizes the role of language and fails to properly distinguish between things that exist in language and things that are merely reflected by it, like labor and domination.

    “He claims that Gadamer overemphasizes the role of language and fails to properly distinguish between things that exist in language and things that are merely reflected by it, like labor and domination (Mendelson, 1979, p. 64).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Mendelson, 1979, p. 64 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer's concept of language does seem to run into problems with the distinction between things that exist in language and things merely reflected by it.

    “Gadamer has attempted to answer, for example in a later supplement to Truth and Method , but his concept of language does seem to run into problems with the previous distinction.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    Gadamer argues that art is a way of revealing the truth instead of concealing it.

    “Gadamer argues that art is a way of revealing the truth instead of concealing it.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer, 2004, p. 84

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationcitation
    § 2.1.2 Gadamer's Philosophical Hermeneutics

    The knowledge gained from art is of a different kind than the one gained from scientific research.

    “This is knowledge of a different kind than the one gained from scientific research.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisereasoning
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    Gadamer argues that because the meaning of a work is not tied to the author's intent, it is always in flux, potentially changing when the horizon changes.

    “Gadamer argues that because the meaning of a work is not tied to the author's intent, it is always in flux, potentially changing when the horizon changes.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.1.3 Philosophical Hermeneutics and the Critique of Gadamer

    The original proposed title, Fundamentals of a Philosophical Hermeneutics, was perhaps more descriptive than Truth and Method.

    “The original proposed title, Fundamentals of a Philosophical Hermeneutics , was perhaps more descriptive in this sense than Truth and Method (Schmidt, 2006, p. 95).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schmidt, 2006, p. 95 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 2.2.3 Meaning as Use

    Wittgenstein views language much more clearly in relation to its use.

    “Wittgenstein views language much more clearly in relation to its use.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 2.3.2 Rules

    One can only play Tag in a game of Tag with other people.

    “One can only play Tag in a game of Tag with other people, and overcoming enemies in a digital game only makes sense in a digital game with enemies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.3.1 Procedurality and Emergence

    Even when designing games that are objects or artifacts, the designer is implicitly designing the processes that are embedded in that object.

    “Even when designing games that are objects or artifacts, the designer is implicitly designing the processes that are embedded in that object.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisereasoning
    § 2.3.2 Rules

    Overcoming enemies in a digital game only makes sense in a digital game with enemies.

    “One can only play Tag in a game of Tag with other people, and overcoming enemies in a digital game only makes sense in a digital game with enemies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    Changing a game (e.g., via mod, cheat, or console command) can be framed as breaking the rules, because the game has been changed from its original state and the rules defined by the designer are no longer in effect.

    “Another way of framing such changing of the game is to see it as breaking the rules, since the game has been changed from the original state - the rules defined by the designer are no longer in effect (Consalvo, 2007, pp. 90-91).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Consalvo, 2007 source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.3.2 Rules

    Instead we usually approach games with the intent of playing and learn the rules in order to do so.

    “Instead we usually approach games with the intent of playing and learn the rules in order to do so.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 2.3.2 Rules

    A mod, a cheat or a console command could be used to change the rules of a game, making them up for negotiation after all.

    “A mod, a cheat or a console command could be used to change the rules of a game, making them up for negotiation after all.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 2.3.2 Rules

    Implicit rules are constituted by cultural contexts and tradition.

    “They are also constituted by cultural contexts and tradition in a manner similar to that discussed in the earlier chapter on hermeneutics.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning
    § 2.3.1 Procedurality and Emergence

    Any game that has players is going to produce unexpected results since it is hard to predict how people behave, especially in groups.

    “Any game that has players is going to produce unexpected results since it is hard to predict how people behave, especially in groups.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.3.2 Rules

    It might not even be clear whether we have learned the rules of a game before we try playing it.

    “It is worth noting that it might not even be clear whether we have learned the rules of a game before we try playing it.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    A checkmate is logically dependent on the rules of chess.

    “For example, a checkmate in chess assumes the rules of chess - it is impossible to make a checkmate outside chess. In other words, a checkmate is logically dependent on the rules of chess.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Searle, 1969

      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
    § 2.3.2 Rules

    What the previous paragraph describes (trying actions in a digital game to learn rules) is not actually about following rules, since it is not a matter of social practice.

    “Using the distinction mentioned above, it could be said that what the previous paragraph describes is not actually about following rules, since it is not a matter of social practice.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: For a player, the exact rules behind a digital game's logic are not important until knowledge of how they affect performance becomes important to proceeding in the game.
    • Rests on an assumption: Well-designed games are very good at communicating whether a certain tactic can be used to 'go on'.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    One of the central concepts game studies has borrowed from Johan Huizinga is that of the magic circle.

    “One of the central concepts game studies has borrowed from the cultural historian Johan Huizinga (1938/1949, p. 10) is that of magic circle:”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huizinga, 1938/1949

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • May combine two claims.

    Interpretationreasoning
    § 2.3.2 Rules

    In digital games, the player does not get to choose whether to follow the rules or not, because the rules are not up for negotiation.

    “The player does not get to choose whether to follow the rules or not, since they are not up for negotiation.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Computer systems are usually very vocal about any errors they encounter.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.2.3 Meaning as Use

    Unlike the earlier Wittgenstein, the Wittgenstein of Philosophical Investigations seems to view language in relation to the social life around it, the forms of life language is used in.

    “Unlike the earlier Wittgenstein, who tried to define language in terms of logical propositions, the Wittgenstein of Philosophical Investigations seems to view language in relation to the social life around it, the forms of life language is used in.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    Rules are often seen as a defining feature of games.

    “Rules are often seen as a defining feature of games: 'If there is one certainty in game studies, it is that games involve rules' (Deterding, 2013, p. 165).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Deterding, 2013

      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
    § 2.3.2 Rules

    Researchers more focused on the computational or systemic nature of digital games seem to have no problems with computers following rules.

    “Researchers more focused on the computational or systemic nature of digital games seem to have no problems with computers following rules (e.g., Eskelinen, 2012, pp. 253-258; Juul, 2005, p. 55, 58-59).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Eskelinen, 2012 source
    • 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). May combine two claims.

    Interpretationnone given
    § 2.3.1 Procedurality and Emergence

    After the processes have been created, they take on a life of their own and interact with other processes and players.

    “But after the processes have been created, they take on a life of their own and interact with other processes and players.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    According to Searle (1969) rules can be divided into two categories of regulative and constitutive rules.

    “According to Searle (1969) rules can be divided into two categories of regulative and constitutive rules.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Searle, 1969

      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
    § 2.3.2 Rules

    If we consider following rules a social practice, then computers are unable to participate in that social practice and therefore are not following rules.

    “If we consider following rules a social practice, then computers are unable to participate in that social practice and therefore are not following rules.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    Regulative rules regulate antecedently or independently existing forms of behavior.

    “Regulative rules 'regulate antecedently or independently existing forms of behavior' (Searle, 1969, p. 33).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Searle, 1969

      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
    § 2.2.4 The Rule-Following Paradox

    Distinguishing between following a rule correctly and making a mistake is not a logical but a practical question.

    “Distinguishing between following a rule correctly and making a mistake is not a logical but a practical question.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stern, 2004
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation
    § 2.2.3 Meaning as Use

    Language-games are the patterns of activity that are defined by family resemblances.

    “Language-games are the patterns of activity that are defined by family resemblances.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation
    § 2.2.3 Meaning as Use

    Both Gadamer and Wittgenstein see language as deeply culturally and contextually conditioned and a shared medium of understanding.

    “Both thinkers see language as deeply culturally and contextually conditioned and a shared medium of understanding (Connolly, 1986).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Connolly, 1986 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 2.3.2 Rules

    Games are also regulated by a large amount of implicit rules.

    “Somewhere around regulative rules there is also another, overlapping category of rules. Games are also regulated by a large amount of implicit rules.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisenone given
    § 2.3.2 Rules

    Processes are based on rules that humans, computers or other actors follow and enforce.

    “Processes are based on rules that humans, computers or other actors follow and enforce.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.2 Rules

    If that does not work, players turn to alternative sources like other players, game guides or help files.

    “If that does not work, players turn to alternative sources like other players, game guides or help files.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation
    § 2.3.2 Rules

    The meaning of any rule is the practical capacity to 'go on' that is mutually intelligible within a community as 'following the rule'.

    “the meaning of any rule is the practical capacity to 'go on' that is mutually intelligible within a community as 'following the rule'.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Deterding, 2013

      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
    § 2.3.2 Rules

    Only when that knowledge is tested in practice, it becomes clear whether we understood the rules or not.

    “Only when that knowledge is tested in practice, it becomes clear whether we understood the rules or not.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 2.3.1 Procedurality and Emergence

    Emergence is not a special feature of games, but appears anywhere where rules are combined.

    “Emergence is not a special feature of games, but appears anywhere where rules are combined.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 2.2.4 The Rule-Following Paradox

    The rule-following paradox states that a rule does not tell you what counts as following the rule; to interpret a rule you need another rule, leading to infinite regress.

    “The clearest formulation of the rule-following paradox is: a rule does not tell you what counts as following the rule. In other words, for that you need another rule. To interpret that rule, you need another rule, and this would seem to continue recursively and infinitely.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.3.1 Procedurality and Emergence

    These processes are defined by the game rules or, sometimes, by external factors like physical laws, social agreements or cultural assumptions.

    “These processes are defined by the game rules or, sometimes, by external factors like physical laws, social agreements or cultural assumptions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.1 Procedurality and Emergence

    Other games have other types of emergence, most often deriving from social interaction.

    “Other games have other types of emergence, most often deriving from social interaction.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Premisecitation
    § 2.2.3 Meaning as Use

    Instead of there being a common core of attributes that define games, games form a family of related things, with overlapping and crisscrossing similarities.

    “Instead of there being a common core of attributes that define games, they form a family of related things. There are no central attributes, but rather the similarities are overlapping and crisscrossing.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wittgenstein, 1953/2001, para. 66

      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
    § 2.2.4 The Rule-Following Paradox

    Wittgenstein develops the rule-following paradox in an extended attack against the idea of a private language.

    “He develops the rule-following paradox in an extended attack against the idea of a private languages (Stern, 2004, pp. 180-181).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stern, 2004, pp. 180-181
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.2.3 Meaning as Use

    This view of language is very close to how Gadamer views language.

    “Coincidentally, this view of language is very close to how Gadamer views language.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Connolly, 1986 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.3.1 Procedurality and Emergence

    Massive multiplayer games are going to be even more unpredictable since the amount of players and the possible interactions between them is even larger.

    “Massive multiplayer games are going to be even more unpredictable since the amount of players and the possible interactions between them is even larger.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.3.2 Rules

    Sometimes rules for handicaps are included in the constitutive rules, but they may also rise out of necessity or convenience.

    “Sometimes these rules for handicaps are included in the constitutive rules, but they may also rise out of necessity or convenience.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.2 Rules

    Constitutive rules constitute (and also regulate) an activity the existence of which is logically dependent on the rules.

    “In comparison, constitutive rules 'constitute (and also regulate) an activity the existence of which is logically dependent on the rules' or in other words, 'create or define new forms of behavior' (Searle, 1969, pp. 33-34).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Searle, 1969

      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
    § 2.2.4 The Rule-Following Paradox

    Rule following is not determined in isolation but as a social practice, where whether somebody follows a rule is decided by whether other people recognize them as following the rule.

    “Rule following is not determined in isolation but as a social practice, where whether somebody follows a rule is decided by whether other people recognize them as following the rule.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stern, 2004
  • May combine two claims.

    Interpretationreasoning
    § 2.3.2 Rules

    The social contracts established in multiplayer games are closer to the everyday rules social scientists usually discuss and should be understood in a similar way.

    “These rules are closer to the everyday rules social scientists usually discuss and should be understood in a similar way.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 2.3.1 Procedurality and Emergence

    Procedurality is one of the central concepts used when discussing games.

    “As was mentioned in the introduction, procedurality is one of the central concepts used when discussing games.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § 2.3.2 Rules

    In both cases (changes to the game and multiplayer games), following rules only makes sense in a certain context.

    “In both of these cases, following rules only makes sense in a certain context.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § 2.3.2 Rules

    Rules are learned only to the extent that they are needed for playing, and clarifications are sought in situations where it is not apparent how to continue.

    “Rules are learned only to the extent that they are needed for playing, and clarifications are sought in situations where it is not apparent how to continue.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationcitation
    § 2.3.3 The Magic Circle

    The social norms around boxing dictate what is acceptable within the boxing ring, and society respects those norms by not prosecuting a boxer for the violence they commit within the ring.

    “The social norms around boxing dictate what is acceptable within the boxing ring, and society respects those norms by not prosecuting a boxer for the violence they commit within the ring.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 2.3.3 The Magic Circle

    Probably the most important of these contexts are sports.

    “Probably the most important of these are sports.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.3.4 Players

    Studying player communities might be especially useful for games of a highly social nature, like MMORPGs.

    “This might be especially useful for games of highly social nature, like MMORPGs.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.3 The Magic Circle

    There are forms of play that toy with the boundary or try to expand or break it in some way.

    “There are also forms of play that toy with the boundary or try to expand or break it in some way.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Bartle summarized different player types into achievers, explorers, socializers, and killers following an informal discussion with other MUD players.

    “Following an informal discussion with other MUDplayers he summarized different player types into achievers, explorers, socializers and killers.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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).

    Premisereasoning
    § 2.3.3 The Magic Circle

    A magic circle is only one of the many forms of 'temporary worlds' identified by Huizinga.

    “In fact, a magic circle is only one of the many forms of 'temporary worlds' identified by Huizinga.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huizinga, 1938/1949

      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).

    Interpretationcitation
    § 2.3.4 Players

    Actual players may share traits of multiple player types and move between them in different contexts and at different times.

    “Actual players may share traits of multiple types and move between them in different contexts and at different times.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.3.3 The Magic Circle

    Brink games explore what is socially accepted by using games as an alibi for actions that would normally be socially forbidden or frowned upon.

    “They explore what is socially accepted by using games as an alibi for actions that would normally be socially forbidden or frowned upon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    In Bartle's typology, explorers explore the virtual world.

    “These types differ in their preferred style of play with achievers pursuing game-related goals, explorers exploring the virtual world, socializers communicating with others and killers imposing themselves upon others.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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). May combine two claims.

    Interpretationreasoning
    § 2.3.4 Players

    The similarity between Hamari and Tuunanen's five motivations and Bartle's original types means either that Bartle's original findings were surprisingly accurate or that researchers in game studies have had a hard time distancing themselves from his model.

    “This means either that Bartle's original findings were surprisingly accurate or that researchers in game studies have had a hard time distancing themselves from his model (cf. Bartle, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 2014

      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).

    Interpretationnone given
    § 2.3.3 The Magic Circle

    Bleed is a form of brink play.

    “Bleed is a form of brink play.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 2.3.3 The Magic Circle

    Feelings of hopelessness, fear or other strong emotions are acceptable and often desirable when playing games that aim for bleed.

    “Feelings of hopelessness, fear or other strong emotions are acceptable and often desirable when playing games that aim for bleed.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    Huizinga makes no distinction between a playground, a magic circle and a temple, viewing all of them in similar terms.

    “Huizinga makes no distinction between a playground, a magic circle and a temple, viewing all of them in similar terms.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Huizinga, 1938/1949

      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). May combine two claims.

    Interpretationnone given
    § 2.3.3 The Magic Circle

    These forms of play include pervasive and brink games, and the concept of bleed.

    “These include pervasive and brink games, and the concept of bleed.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.3 The Magic Circle

    The three senses of the magic circle found by Stenros (2014) often mingle, making it unclear which aspect of the circle is being referred to.

    “The three senses of the magic circle found by Stenros (2014) often mingle, making it unclear which aspect of the circle is being referred to.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Bartle's model has been used extensively since its publication.

    “Bartle's model has been used extensively since. 27”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites [27]

      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
    § 2.3.3 The Magic Circle

    There are other contexts where the magic circle of play precedes everyday social conventions, like in relation to April Fools' Day pranks and festivals.

    “There are other contexts where the magic circle of play precedes everyday social conventions, like in relation to April Fools' Day pranks and festivals.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    A similar formulation of spatial separation in play is given by Riezler.

    “A similar formulation of spatial separation in play is given by Riezler (1941, p. 511):”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Riezler, 1941

      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
    § 2.3.4 Players

    The extensive use of Bartle's model might be problematic because the model is based on an informally gathered set of impressions from a MUD.

    “This might be problematic, since it is based on an informally gathered set of impressions from a MUD.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.3.3 The Magic Circle

    There are situations or contexts in which society recognizes the existence of the magic circle.

    “There are also situations or contexts in which society recognizes the existence of the magic circle.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    For Salen and Zimmerman, the magic circle is the boundary between play and non-play.

    “For them, the magic circle is the boundary between play and non-play.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Salen & 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 S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    It is in Salen and Zimmerman's work that the concept of the magic circle is for the first time applied mainly to games.

    “It is in Salen and Zimmerman's work, where the concept of magic circle is for the first time applied mainly to games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    Bartle (1996) notes that it is important to distinguish between player types and actual players.

    “Bartle (1996) already notes that it is important to distinguish between player types and actual players.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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). May combine two claims.

    Interpretationreasoning
    § 2.3.4 Players

    The approach of studying player communities emphasizes the social nature of play and sees players through the social organizations they form.

    “This approach emphasizes the social nature of play and sees players through the social organizations they form.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 2.3.4 Players

    The terms used to discuss player communities all emphasize how players are socially connected to other players.

    “All of these terms emphasize how players are socially connected to other players.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.4 Players

    The five motivations identified by Hamari and Tuunanen are very similar to the original player types suggested by Bartle.

    “It is easy to notice that they are very similar to the original types suggested by Bartle.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    Pervasive games expand the magic circle spatially, temporally or socially by having the games happen in large areas, over large stretches of time or without clear boundaries between players and non-players.

    “Pervasive games expand the magic circle spatially, temporally or socially by having the games happen in large areas, over large stretches of time or without clear boundaries between players and non-players (Montola, 2005).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Montola, 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).

    Premisecitation
    § 2.3.4 Players

    In Bartle's typology, killers impose themselves upon others.

    “These types differ in their preferred style of play with achievers pursuing game-related goals, explorers exploring the virtual world, socializers communicating with others and killers imposing themselves upon others.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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
    § 2.3.4 Players

    Bartle's (1996) study of MUD players is probably the earliest systematic theory of player types.

    “Probably the earliest systematic theory of player types is Bartle's (1996) study of MUD players.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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
    § 2.3.4 Players

    In Bartle's typology, achievers pursue game-related goals.

    “These types differ in their preferred style of play with achievers pursuing game-related goals, explorers exploring the virtual world, socializers communicating with others and killers imposing themselves upon others.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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). May combine two claims.

    Premisecitation
    § 2.3.3 The Magic Circle

    Lastowka (2009) notes how it is usually illegal to punch somebody, but inside the boxing ring one is expected to do so.

    “Lastowka (2009, p. 386) notes how it is usually illegal to punch somebody, but inside the boxing ring one is expected to do so:”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Lastowka, 2009, p. 386 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.3 The Magic Circle

    Because the magic circle is extended metaphorically, it is not always clear what it refers to.

    “Because it is extended metaphorically, it is not always clear what it refers to.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The magic circle is extended metaphorically to virtual playgrounds and virtual worlds.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 2.3.3 The Magic Circle

    Pervasive games let reality pervade play or vice versa.

    “They let reality pervade play or vice versa.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.4 Players

    In Bartle's typology, socializers communicate with others.

    “These types differ in their preferred style of play with achievers pursuing game-related goals, explorers exploring the virtual world, socializers communicating with others and killers imposing themselves upon others.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bartle, 1996

      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
    § 2.3.3 The Magic Circle

    The motivation for playing games that aim for bleed is similar to reading books or watching movies that evoke strong negative emotions but nonetheless form a gratifying experience.

    “The motivation for this type of play is similar to reading books or watching movies that evoke strong negative emotions but nonetheless form a gratifying experience.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.3.3 The Magic Circle

    In Salen and Zimmerman's simplest formulation, the magic circle is 'where the game takes place'.

    “In their simplest formulation, the magic circle is 'where the game takes place' (Salen & Zimmerman, 2004, p. 95).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Salen & 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), S3 (load-bearing).

    Interpretationreasoning
    § 2.4.3 Gadamerian Game Aesthetics

    These ways of playing may become more important than the ways the designers initially intended.

    “These ways of playing may become more important than the ways the designers initially intended.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 2.3.4 Players

    The player is an important part of the meaning-making process in this study.

    “At least in this study, the player is an important part of the meaning-making process.”
    Quote in the paperSubstantial claim
    • The authors state this as an assumption: Games require players.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    Processes guide their actions and weigh their options in certain ways.

    “Processes guide their actions and weigh their options in certain ways.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost, 2007 source
  • May combine two claims.

    Premisereasoning
    § 2.4.1 Understanding Language

    Languages are socially constructed and shared.

    “Instead of being the mental constructions of individuals, languages are socially constructed and shared.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationcitation
    § 2.4.3 Gadamerian Game Aesthetics

    The interactions between players create emergent interactions that are next to impossible to fully predict from the constraints set by the code.

    “The interactions between players create emergent interactions that are next to impossible to fully predict from the constraints set by the code.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    Players make interpretations of the game and act on those interpretations, either succeeding or failing to reach their goals.

    “Players make interpretations of the game and act on those interpretations, either succeeding or failing to reach their goals.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    To continue playing the game at least some of the premises of those processes need to be accepted.

    “To continue playing the game at least some of the premises of those processes need to be accepted.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    Real-time hermeneutics is concerned with the processes of interpretation that are active when the player plays.

    “This real-time hermeneutics is more concerned with the processes of interpretation that are active when the player plays.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.4.3 Gadamerian Game Aesthetics

    The truths multiplayer games reveal about the world are even less in the hands of the creators than in most works of art.

    “The truths multiplayer games reveal about the world are even less in the hands of the creators than in most works of art.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation
    § 3.2 Defining Games

    In everyday life people rarely have problems in understanding what words mean; problems arise when a definition is demanded.

    “He thought that in everyday life we rarely have problems in understanding what words mean. It is only when a definition is demanded that we stumble and become unable to explain exactly what a word really means.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Wittgenstein (2001)

      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), S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    The processes in games are not neutral, but have certain expectations and conditions built into them.

    “The processes in games are not neutral, but have certain expectations and conditions built into them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 2.4.1 Understanding Language

    The philosopher can give no rules on how a work of art is to be finally interpreted and the author has no more say in this.

    “The philosopher can give no rules on how a work of art is to be finally interpreted and the author has no more say in this.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 2.4.1 Understanding Language

    It is hard to argue that poems and literary works were determined by the mental intentions of the author instead of the social process of language use of which the work is a part.

    “If one agrees that at least linguistic meaning is socially constructed, it is hard to argue that poems and literary works were somehow determined by the mental intentions of the author instead of the social process of language use of which the work is a part.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given
    § 2.4.3 Gadamerian Game Aesthetics

    Games have properties that neither cinema nor literature has, and these properties affect how and what kind of truths games express.

    “However, games have properties that neither cinema nor literature has and these properties affect how and what kind of truths games express.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    A game requires analysis practiced as performance, with direct feedback from the system.

    “the game requires analysis practiced as performance, with direct feedback from the system.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Aarseth, 2003

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

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

    Premisecitation
    § 2.4.3 Gadamerian Game Aesthetics

    In order to play, the player must act, make choices and see what kind of consequences those choices have, while the game evaluates some of those choices.

    “In order to play, the player must act, make choices and see what kind of consequences those choices have, while the game evaluates some of those choices (Leino, 2010, p. 127).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Leino, 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).

    Premisenone given
    § 3.2 Defining Games

    Often game definitions highlight similar aspects: games are systems, have rules, are played and have goals.

    “Often these definitions highlight the similar aspects of games: they are systems, have rules, are played and have goals.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationcitation
    § 2.4.1 Understanding Language

    It is for the readers to establish what a work means.

    “It is for the readers to establish what a work means.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § 2.4.3 Gadamerian Game Aesthetics

    As the player is necessarily part of play, even the intrinsic properties do not guarantee that the contents of the game are always identical, or even significantly similar.

    “However, as the player is necessarily part of play, even the intrinsic properties do not guarantee that the contents of the game are always identical, or even significantly similar.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    Success in a video game demands a rigorous interpretative process: not a hermeneutics aimed at unveiling the truth, but a rapid scanning of specific signs and situations prompting the best possible 'moves,' which in turn guarantee the continuation of the story.

    “Success in a video game demands a rigorous interpretative process: not a hermeneutics aimed at unveiling the truth, but a rapid scanning of specific signs and situations prompting the best possible 'moves,' which in turn guarantee the continuation of the story.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Buse, 1996 source
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 2.4.3 Gadamerian Game Aesthetics

    Through their processes games reveal truths about the world in the Gadamerian sense of aesthetic truth.

    “Through their processes games reveal truths about the world - in the Gadamerian sense of aesthetic truth.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    Games are not unique in requiring real-time interpretation; other interactive media also require these kinds of interpretative techniques.

    “As a media for expression, games are not unique in requiring real-time interpretation. Other kinds of interactive media from interactive fiction to interactive works of art also require these kinds of interpretative techniques.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Premisenone given
    § 3.1 Preconditions for Games Creating Meaning

    Games are systems that consist of processes.

    “Games are systems that consist of processes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    The double hermeneutic of games means that players need to continually make interpretations of the game, while also acting on those interpretations.

    “The double hermeneutic of games means that players need to continually make interpretations of the game, while also acting on those interpretations.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    This typically happens outside the moment of play when the player has the possibility to reflect on the game as a whole.

    “This typically happens outside the moment of play when the player has the possibility to reflect on the game as a whole.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    Interactivity implies that the player has some amount of agency in playing.

    “Interactivity implies that the player has some amount of agency in playing.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 2.4.3 Gadamerian Game Aesthetics

    Ludonarrative games contain the same forms of expression as cinema and literature, bound into one object which shares qualities of both.

    “As long as the games in question are ludonarrative, they contain the same forms of expression as cinema and literature, bound into one object which shares qualities of both.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 2.4.3 Gadamerian Game Aesthetics

    Ludonarrative games have the frameworks required to make ethical and existential questions meaningful.

    “Not all games support this equally, but again, ludonarrative games have the frameworks required to make ethical and existential questions meaningful.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    While interpreting in order to go on in the game, players also create supporting structures that enable them to make critical and evaluative interpretations of the game.

    “While interpreting in order to go on in the game, players also create supporting structures that enable them to make critical and evaluative interpretations of the game.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.4.3 Gadamerian Game Aesthetics

    For Gadamer, the truths revealed by works of art are not stable and static but subject to change over the course of history.

    “For Gadamer, the truths revealed by works of art are not stable and static but subject to change over the course of history.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    Depending on the consequences of their actions, players then make new interpretations that take into account the earlier consequences.

    “Depending on the consequences of their actions, players then make new interpretations that take into account the earlier consequences.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    Games often work in real-time.

    “To sum up, games are procedural systems that often work in real-time but may not require fast reactions from players.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    There is a crucial distinction between two types of hermeneutics applicable to games: game hermeneutics and real-time hermeneutics.

    “There is a crucial distinction to be made between two types of hermeneutics applicable to games. These two types could be called game hermeneutics and real-time hermeneutics.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 3.1 Preconditions for Games Creating Meaning

    The player interprets the game, makes choices based on those interpretations, and then returns to interpreting the situation based on the consequences of the choices made.

    “The player interprets the game, makes choices based on those interpretations and then returns to interpreting the situation based on the consequences of the choices made.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    One can imagine fiction and art without real-time hermeneutics, but not digital games as a medium.

    “One can imagine fiction and art without real-time hermeneutics, but not digital games as a medium.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning
    § 3.2 Defining Games

    Wittgenstein's remarks on games are not to be taken as a theory of games.

    “While he famously discusses games, his remarks are not to be taken as a theory of games.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Wittgenstein (1953/2001)

      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).

    Interpretationreasoning
    § 2.4.1 Understanding Language

    Meaning is the result of a hermeneutic process in which humans are only one part, with the object and context also having a definite say on the result.

    “Meaning is the result of a hermeneutic process in which humans are only one part, with the object and context also having a definite say on the result.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.4.3 Gadamerian Game Aesthetics

    Games have room for exploring more complex choices, like ethical questions.

    “Often those choices are trivial, but games also have room for exploring more complex choices, like for example ethical questions (Sicart, 2009, p. 123).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Sicart, 2009

      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
    § 3.1 Preconditions for Games Creating Meaning

    Games may not require fast reactions from players.

    “To sum up, games are procedural systems that often work in real-time but may not require fast reactions from players.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 2.4.3 Gadamerian Game Aesthetics

    The social interaction between players may become more meaningful than the constraints and affordances created by the designers.

    “The social interaction between players may become more meaningful than the constraints and affordances created by the designers.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation
    § 2.4.3 Gadamerian Game Aesthetics

    The processes of the game are not neutral, but contain values and persuade the player to see the world in a certain light.

    “The processes of the game are not neutral, but contain values and persuade the player to see the world in a certain light.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Bogost, 2007 source
  • May combine two claims.

    Premisecitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    In digital games, the act of gameplay involves configuring the videogame object itself, so altering interpretations affect not only the interpreter's understanding but the interpreted as well.

    “As the act of game play-the ongoing interpretation of the game-involves configuring the videogame object itself, the altering interpretations affect not only the interpreter's understanding but the interpreted as well.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Karhulahti, 2012

      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). May combine two claims.

    Premisenone given
    § 3.2 Defining Games

    Both developers and scholars have struggled to understand what games actually are, and this has resulted in a deluge of slightly different definitions.

    “Both developers and scholars have struggled to understand what games actually are, and this has resulted in a deluge of slightly different definitions.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    This is a dynamic, real-time hermeneutics that lacks a corresponding structure in film or literature.

    “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

      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.

    Premisenone given
    § 3.2 Defining Games

    Sometimes some of these aspects are left out and some other features - like players, competition or detachment from everyday life - are brought to the fore.

    “Sometimes some of these aspects are left out and some other features - like players, competition or detachment from everyday life - are brought to the fore.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisereasoning
    § 3.2 Defining Games

    There is no shortage of game definitions.

    “There is no shortage of game definitions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    Users acting upon processes are also acted upon by those same processes.

    “Users acting upon processes are also acted upon by those same processes.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost, 2007 source
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 3.1 Preconditions for Games Creating Meaning

    The interpretation of games is a combination of three factors: the creative expression of the developers, the context of interpretation, and the player's choices and preferences.

    “This makes the interpretation of games a combination of three different factors: the creative expression of the developers, the context of interpretation, and the player's choices and preferences.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 2.4.2 Game Hermeneutics and Real-Time Hermeneutics

    Some games do not require real-time interpretation, but most do.

    “Some games do not require real-time interpretation, but most do.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationcitation
    § 2.4.3 Gadamerian Game Aesthetics

    Interactivity is not unique to games, but it sets them apart from most literature and cinema.

    “While interactivity is not unique to games, it does set them apart from most literature and cinema (see Paper 1 for more on interactivity).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Paper 1

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 3.1 Preconditions for Games Creating Meaning

    Games are procedural systems.

    “To sum up, games are procedural systems that often work in real-time but may not require fast reactions from players.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Granularity choices are often determined by the conventions inherent to the genre or the media.

    “These are often determined by the conventions inherent to the genre or the media.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Games can use narration in a number of manners by combining different modalities in multiple ways.

    “Games can use narration in a number of manners by combining different modalities in multiple ways.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 3.2 Defining Games

    Wittgenstein's interest in games is simply to provide an example on how language works.

    “Instead, his interest in games is simply to provide an example on how language works.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wittgenstein (1953/2001)

      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). May combine two claims.

    Interpretationnone given
    § 3.4 Results Summary

    Games have elements that make them distinguishable from other media, but these elements may overlap with other playful or procedural forms of media, for example experimental literature.

    “Games have elements that make them distinguishable from other media, but these elements may overlap with other playful or procedural forms of media, for example experimental literature.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    While story-elements are less important for games like chess, they become increasingly important as one comes closer to the ludonarrative end of the spectrum.

    “While story-elements are less important for games like chess, they become increasingly important as one comes closer to the ludonarrative end of the spectrum.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Despite the variety of tools available, games tend to utilize only a small set of established forms of narration, perspective and choices in granularity.

    “Despite the variety of tools available, games tend to utilize only a small set of established forms of narration, perspective and choices in granularity.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationcitation
    § 3.2 Defining Games

    There is no single core of what it is to be a game, but different types of games are related to each other through some shared features.

    “There is no single core of what it is to be a game, but different types of games are related to each other through some shared features (cf. Bogost, 2006, p. 5).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost, 2006, p. 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).

    Interpretationnone given
    § 3.2 Defining Games

    This view leaves out examples that many participants of the hobby would be happy to call role-playing games.

    “Unfortunately, this leaves out examples that many participants of the hobby would be happy to call role-playing games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisereasoning
    § 3.2 Defining Games

    Forms of life make the family resemblances meaningful by being embedded in different kinds of social relations and contexts.

    “These forms of life make the family resemblances meaningful by being embedded in different kinds of social relations and contexts.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Because games are a multi-modal media, they can use all the forms of expression available to literature and cinema, but they also have expressive tools not available for the typical examples of those forms of expression.

    “Because games are a multi-modal media, they can use all the forms of expression available to literature and cinema, but they also have expressive tools not available for the typical examples of those forms of expression.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    This might not be the literal point of view, especially in games in which the point of view can be changed.

    “This might not be the literal point of view, especially in games in which the point of view can be changed.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    In the Civilization example, the simulation is less fine-grained in Civilization V, but this has other effects than simply making the game less complex than its predecessor.

    “In the Civilization example, the simulation is less fine-grained in Civilization V , but this has other effects than simply making the game less complex than its predecessor.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Premisenone given
    § 3.2 Defining Games

    When role-playing games grew out of war-gaming in the 1970s, neither liveaction nor digital role-playing games were part of the phenomenon, but today it would be impossible to deny their existence as part of the practice of roleplaying.

    “This process is exemplified by the variety of different forms of role-playing games found today: when role-playing games grew out of war-gaming in the 1970s, neither liveaction nor digital role-playing games were part of the phenomenon, but today it would be impossible to deny their existence as part of the practice of roleplaying.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    They would most likely be unplayable, as all the narrative cues for understanding how to play them would be gone.

    “They would most likely be unplayable, as all the narrative cues for understanding how to play them would be gone.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 3.4 Results Summary

    Our current concept of games should be understood as culturally conditioned and historical, and suspect to change as the culture around games changes.

    “Our current concept of games should be understood as culturally conditioned and historical, and suspect to change as the culture around games changes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 3.3 Ludonarrative Games and Meaning

    The exact meaning of focalization is slightly different in cinema studies and narratology.

    “The exact meaning of focalization is slightly different in cinema studies and narratology.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Premisenone given
    § 3.2 Defining Games

    Role-playing game developers have built all kinds of games, questioning many different traditional aspects of role-playing games, including the role of the gamemaster.

    “Role-playing game developers have built all kinds of games, questioning many different traditional aspects of role-playing games, including the role of the gamemaster.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.2 Defining Games

    The act of excluding some forms of games necessarily creates borderline cases of things that are almost, but not quite, games.

    “Interestingly, the act of excluding some forms of games necessarily creates borderline cases of things that are almost, but not quite, games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    While all games may be expressive in some sense, ludonarrative games are so in a particular way.

    “While all games may be expressive in some sense, ludonarrative games are so in a particular way.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Focalization is one of the possible tools.

    “Focalization is one of the possible tools.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Games use focalization in a variety of ways, and some have found ways of using changes in focalization to convey certain experiences.

    “Games use focalization in a variety of ways, and some have found ways of using changes in focalization to convey certain experiences.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Premisecitation
    § 3.2 Defining Games

    There is no single core of meaning for any word, but instead their meaning is composed of groupings of related meanings.

    “There is no single core of meaning for any word, but instead their meaning is composed of groupings of related meanings.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    A typical example is the change of perspective that follows the character's death in many of the games portrayed from the first-person point of view: at the moment of death, the perspective floats outside the character's body to signify that the player has lost control of the character.

    “A typical example is the change of perspective that follows the character's death in many of the games portrayed from the first-person point of view: at the moment of death, the perspective floats outside the character's body to signify that the player has lost control of the character.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Despite the possibility of changing the perspective, games are still often focalized through a central character.

    “Despite the possibility of changing the perspective, games are still often focalized through a central character.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.4 Results Summary

    The elements used to identify games include procedurality, interactivity and some special types of temporality.

    “The elements used to identify games include procedurality, interactivity and some special types of temporality.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 3.3 Ludonarrative Games and Meaning

    Fidelity seems to imply a simulation of a 'real world', while granularity does not rely on such relation.

    “First, fidelity seems to imply a simulation of a 'real world' (Breuer, 2010, p. 7), while granularity does not rely on such relation.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Breuer, 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
    § 3.3 Ludonarrative Games and Meaning

    A significant portion of games handle character health by reducing it to hit points, one quantity that is easily tracked, simulated, and visualized for the player.

    “Health is often reduced to hit points, one quantity that is easily tracked, simulated, and visualized for the player (Jørgensen, 2013, p. 9, 41).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Jørgensen, 2013

      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
    § 3.2 Defining Games

    Role-playing games are a cultural and historical phenomenon, and as such their definition will need to change as time passes by and new kinds of examples of role-playing games surface.

    “Role-playing games are a cultural and historical phenomenon, and as such their definition will need to change as time passes by and new kinds of examples of role-playing games surface.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.2 Defining Games

    Role-playing games are a prime example of why the definition of games needs to be a hermeneutic one.

    “Role-playing games are a prime example of why the definition of games needs to be a hermeneutic one.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Games can vary granularity, choosing an appropriate - or intentionally inappropriate - granularity for each.

    “Games can vary all of them, choosing an appropriate - or intentionally inappropriate - granularity for each.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    The narrative language of games has developed over time and has become bound to certain genre- and style-related expectations.

    “This is understandable, as the narrative language of games has developed over time and has become bound to certain genre- and style-related expectations.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Games may span over years of fictional time, without the player having to grow old waiting for the game to finish.

    “Games may span over years of fictional time, without the player having to grow old waiting for the game to finish.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisereasoning
    § 3.2 Defining Games

    Wittgenstein is not doing game studies.

    “In short, Wittgenstein is not doing game studies.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Wittgenstein (1953/2001)

      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).

    Interpretationreasoning
    § 3.4 Results Summary

    The distinction between games and other media is not clear-cut and it is conditioned by the surrounding culture that views some media or activity as games and others through a different lens.

    “The distinction between games and other media is not clear-cut and it is conditioned by the surrounding culture that views some media or activity as games and others through a different lens.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 3.3 Ludonarrative Games and Meaning

    Importing the contested concept of focalization into game studies is still in progress, even though some headway has already been made.

    “Importing the contested concept into game studies is still in progress, even though some headway has already been made (Ciccoricco, 2012; Nitsche, 2005).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Ciccoricco, 2012 source
    • cites Nitsche, 2005

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Ludonarrative games have particular tools for expressing meanings.

    “Ludonarrative games have particular tools for expressing meanings.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 3.4 Results Summary

    This sharing of qualities can be understood through the concept of family resemblance.

    “This sharing of qualities can be understood through the concept of family resemblance.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning
    § 3.4 Results Summary

    An example of this kind of change is the way role-playing games grew out of war gaming and then spread to digital platforms as technology enabled this change.

    “An example of this kind of change is the way role-playing games grew out of war gaming and then spread to digital platforms as technology enabled this change.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.4 Results Summary

    That distinction may soon become obsolete as the lines may be redrawn when interpreted from some future perspective.

    “That distinction may soon become obsolete as the lines may be redrawn when interpreted from some future perspective.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    In Civilization V, intentional or not, this has an effect on how the environment is viewed in the game.

    “Intentional or not, this has an effect on how the environment is viewed in the game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    A typical additional detail is to add damage to headshots.

    “A typical additional detail is to add damage to those shots that hit a character in the head - headshots, as they all called in the gaming lingo.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    All of these form parts of the narrative in Alan Wake.

    “All of these form parts of the narrative.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Some games simulate different amounts of damage to different parts of the body.

    “Some games take this logic further, simulating different amounts of damage to different parts of the body.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    The few notable exceptions to these established forms reveal that it is possible to play with conventions and create new kinds of gaming experiences.

    “However, the few notable exceptions to these established forms reveal that it is possible to play with conventions and create new kinds of gaming experiences.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Some games handle all damage from bullets in the same way: each hit is worth a certain number of points.

    “Some games handle all damage from bullets in the same way: each hit is worth a certain number of points.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Textual cues like 'Earlier...' in a Spec Ops: The Line cut-scene can show the player that the game is not played in sequence, hinting at what is going to be experienced later.

    “Textual cues like 'Earlier…' in a Spec Ops: The Line cut-scene can show the player that the game is not played in sequence, hinting at what is going to be experienced later.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisenone given
    § 3.3 Ludonarrative Games and Meaning

    Fidelity is more related to visual studies and cinema, while granularity has its roots in narratology.

    “Second, fidelity is more related to visual studies and cinema, while granularity has its roots in narratology.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.2 Defining Games

    While role-playing games have traditionally had a gamemaster, it does not seem like a necessary part of role-playing games today.

    “While role-playing games have traditionally had a gamemaster, it does not seem like a necessary part of role-playing games today.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    First-person shooters are a good example, with different games quantifying the hit point loss from gunshots differently.

    “First-person shooters are a good example, with different games quantifying the hit point loss from gunshots differently.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Games may intentionally mix the chronology of the narrative, like in the paranormal stealth game Second Sight in which the revelation of the actual chronology of the events is a significant plot device.

    “Or games may intentionally mix the chronology of the narrative, like in the paranormal stealth game Second Sight in which the revelation of the actual chronology of the events is a significant plot device.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Premisenone given
    § 3.3 Ludonarrative Games and Meaning

    Ludonarrative games are a particular case of expressive games.

    “As discussed earlier, ludonarrative games are a particular case of expressive games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 3.3 Ludonarrative Games and Meaning

    Jumps, pauses, summaries and ellipses provide games with tools to play with time in order to provide certain experiences for the player.

    “Jumps, pauses, summaries and ellipses provide games with tools to play with time in order to provide certain experiences for the player (see Paper 1).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Paper 1

      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.

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    A simulation can be more or less fine-grained and focus on different aspects of the system it is simulating.

    “A simulation can be more or less fine-grained and focus on different aspects of the system it is simulating.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.4 Results Summary

    Role-playing games share more qualities with larp than Tetris.

    “For example, role-playing games share more qualities with larp than Tetris .”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Actions like interrogation, accusation and investigation need a framework in order to make sense.

    “Actions like interrogation, accusation and investigation need a framework in order to make sense.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 3.3 Ludonarrative Games and Meaning

    Games portray things in different granularities.

    “Games portray things in different granularities.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Different attacks on the body are quantified as loss of hit points.

    “Different attacks on the body are then quantified as loss of hit points.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 3.2 Defining Games

    Because the contexts in which games are played and discussed are different, there is a lot of variation among the types of games people think of first when thinking of the concept of 'game'.

    “Because the contexts in which games are played and discussed are different, it is only natural that there is a lot of variation among the types of games people think of first when thinking of the concept of 'game'.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.2 Defining Games

    Games are an example of the type of language-games presented earlier.

    “Games are an example of the type of language-games presented earlier.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Premisecitation
    § 3.2 Defining Games

    Words derive their meaning from how they are used by people, which means that the meanings may be contradictory, complex or vague.

    “Words derive their meaning from how they are used by people, which means that the meanings may be contradictory, complex or vague.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 3.4 Results Summary

    Games comprise a variety of different forms, which are clustered in groups that share qualities.

    “Games comprise a variety of different forms, which are clustered in groups that share qualities.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisenone given
    § 3.2 Defining Games

    Both players and scholars have a hard time agreeing on what constitutes a roleplaying game.

    “Second, they are also interesting in that both players and scholars have a hard time agreeing on what constitutes a roleplaying game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.3 Ludonarrative Games and Meaning

    Choices about what and how to simulate are rhetorical choices, since they determine what kind of things the game expresses through its processes.

    “As was discussed above, choices about what and how to simulate are also rhetorical choices, since they determine what kind of things the game expresses through its processes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Premisecitation
    § 3.2 Defining Games

    Family relations are understandable because they are embedded in forms of life.

    “These family relations are understandable because they are embedded in what Wittgenstein (1953/2001, para. 241) called forms of life.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Wittgenstein (1953/2001, para. 241)

      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
    § 3.3 Ludonarrative Games and Meaning

    Games have at their disposal the possibility of using systems for storytelling.

    “But games also have at their disposal the possibility of using systems for storytelling.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    Seeing games in relation to experimental literature, sports, play and the wealth of digital applications can enhance the understanding of the different aspects of games.

    “Seeing games in relation to experimental literature, sports, play and the wealth of digital applications can enhance the understanding of the different aspects of games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 3.4 Results Summary

    This should not affect the evaluations of their value as games any more than the digitality of digital games does.

    “This should not affect the evaluations of their value as games any more than the digitality of digital games does.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    Videogames can make claims about how things don't work through procedural rhetorics.

    “If procedural rhetorics function by operationalizing claims about how things work, then videogames can also make claims about how things don't work. (italics in the original)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost (2007, p. 85) source
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    Learning what it means to be an Orlanthi is as central to playing King of Dragon Pass as learning to aim a gun is to playing many FPS games.

    “Learning what it means to be an Orlanthi is as central to playing King of Dragon Pass as learning to aim a gun is to playing many FPS games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    The core is nowhere to be found since it shifts in relation to what is being searched for.

    “The core is nowhere to be found since it shifts in relation to what is being searched for.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    This approach enables seeing games as consisting of many related phenomena, and will be of help in the endless pursuit for the core of games.

    “This approach enables seeing games as consisting of many related phenomena, and will be of help in the endless pursuit for the core of games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.4 Results Summary

    In ludonarrative games, the narrative aspects are more prominent than in many other forms of games.

    “In ludonarrative games, the narrative aspects are more prominent than in many other forms of games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.1.1 Hermeneutics Applied

    There is a need for more real-time hermeneutics and game hermeneutics.

    “There is a need for more real-time hermeneutics and game hermeneutics, as was discussed earlier.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    King of Dragon Pass is a good example of digital ludonarrative games using meaning as a game mechanic.

    “A good example of the way digital ludonarrative games can use meaning as a game mechanic is the classic King of Dragon Pass .”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.4 Results Summary

    This real-time interpretation can then work as a platform on which the player builds an interpretation of the game as an object with cultural meaning.

    “This real-time interpretation can then work as a platform on which the player builds an interpretation of the game as an object with cultural meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    In this form, gathering information about the story is a mechanic itself with the narrative being a form of reward for the player.

    “In this form, gathering information about the story is a mechanic itself with the narrative being a form of reward for the player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationnone given
    § 4.2.1 Meaning as a Game Mechanic

    There is a category of contingency that is both related to meaning and suitable for digital games: narrative contingency.

    “However, there is a category of contingency that is both related to meaning and suitable for digital games: narrative contingency.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    The rhetoric of failure works by creating situations that cannot be solved or won.

    “The rhetoric of failure works by creating situations that cannot be solved or won.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost (2007, p. 85) source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.2.1 Meaning as a Game Mechanic

    Narrative contingency is best exemplified by ludonarrative games.

    “It is best exemplified by the types of games discussed in this study, the ludonarrative games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    In King of Dragon Pass, the player starts with prejudices learnt from the modern world but must correct them in a hermeneutic circle as they learn about the game and its world.

    “The player starts with prejudices learnt from the modern world, but must correct them in a hermeneutic circle as they learn about the game and its world.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 4.1 Theoretical Implications

    This study provides tools for constructing a theory of meaning for games.

    “Third, this study provides tools for constructing a theory of meaning for games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.1 Theoretical Implications

    This study broadens the range of phenomena that can be analyzed with hermeneutic tools and provides an example of applying hermeneutics to games.

    “First, it broadens the range of phenomena that can be analyzed with hermeneutic tools and provides an example of applying hermeneutics to games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.3 A Theory of Meaning in Games

    Building a theory of game meaning on game hermeneutics would give it a solid foundation without having to reinvent the wheel just for games.

    “That would give the theory of game meaning a solid foundation without having to reinvent the wheel just for games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    Elevating the current understanding of what games are to a logical or ontological necessity needlessly emphasizes the current form of games over all the potential forms they could take.

    “Elevating the current understanding of what games are to a logical or ontological necessity needlessly emphasizes the current form of games over all the potential forms they could take.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.1.1 Hermeneutics Applied

    This study agrees with the previous researchers on the possibilities of the hermeneutic method.

    “This study agrees with the previous researchers on the possibilities of the hermeneutic method.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationreasoning
    § 3.4 Results Summary

    These processes codify a certain perspective into the world and may represent ideas to the player who enters an interpretive cycle while interacting with the game.

    “These processes codify a certain perspective into the world and may represent ideas to the player who enters an interpretive cycle while interacting with the game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 3.4 Results Summary

    Using these as narrative tools gives designers ways of designing meaning into their games.

    “Using these as narrative tools gives designers ways of designing meaning into their games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.1.1 Hermeneutics Applied

    Real-time hermeneutics helps to understand how players make interpretations during play, and game hermeneutics helps to illuminate how games are understood as cultural objects with meaning.

    “Real-time hermeneutics helps to understand how players make interpretations during play, and game hermeneutics helps to illuminate how games are understood as cultural objects with meaning.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    Programming a computer to successfully play Dixit would require creating a system that is aware of the cultural context around the game and capable of reading allusions and metaphors (a hermeneutic machine).

    “It would require creating a system that is aware of the cultural context around the game and capable of reading allusions and metaphors - in other words, a hermeneutic machine.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    Programming a computer to successfully play Dixit would be a challenging task.

    “Because meaning is such an integral aspect to the way the game is played, programming a computer to successfully play the game would be a challenging task.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.1.1 Hermeneutics Applied

    The approaches to hermeneutics conceived while building a theory of game hermeneutics can also be applied to other subjects, thereby benefiting research outside game studies.

    “The approaches to hermeneutics conceived while building a theory of game hermeneutics can also be applied to other subjects, thereby benefiting research outside game studies.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 3.4 Results Summary

    Games contain many things and different forms of games can contain different things.

    “Games contain many things and different forms of games can contain different things.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    It is not helpful for the understanding of the medium to try to limit the cultural category of games in advance.

    “It is not helpful for the understanding of the medium to try to limit the cultural category of games in advance.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 4.1 Theoretical Implications

    This study presents a Wittgensteinian framework for approaching the theoretical discussion of defining games.

    “Second, it presents a Wittgensteinian framework for approaching the theoretical discussion of defining games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 3.4 Results Summary

    The systems perspective is typical to game studies and it highlights how games are complex systems that consist of processes.

    “The systems perspective is typical to game studies and it highlights how games are complex systems that consist of processes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationnone given
    § 3.4 Results Summary

    Ludonarrative games are a particular form of games.

    “Ludonarrative games are a particular form of games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 4.2.1 Meaning as a Game Mechanic

    Malaby (2007) finds games to contain four different varieties of contingency: stochastic, social, performative and semiotic.

    “In analyzing different types of contingencies, Malaby (2007, pp. 107-108) finds games to contain four different varieties: stochastic, social, performative and semiotic.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Malaby (2007, pp. 107-108) source
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 3.4 Results Summary

    This interpretation works in real-time as the player tries to understand the game through their earlier experiences and prejudices in order to continue playing.

    “This interpretation works in real-time as the player tries to understand the game through their earlier experiences and prejudices in order to continue playing.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    Predicting what future games are like is an exciting exercise, but such predictions should not be considered to contain normative definitions.

    “Predicting what future games are like is an exciting exercise, but such predictions should not be considered to contain normative definitions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationreasoning
    § 4.1.1 Hermeneutics Applied

    Hermeneutics may not be the tool for all possible questions on meaning and interpretation, but it certainly seems like a promising tool for understanding games.

    “Hermeneutics may not be the tool for all possible questions on meaning and interpretation, but it certainly seems like a promising tool for understanding games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 3.4 Results Summary

    Despite some earlier definitions, ludonarrative games should not be understood as a marginal or an exceptional form of games.

    “Despite some earlier definitions, they should not be understood as a marginal or an exceptional form of games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 4.1.1 Hermeneutics Applied

    This study lays the groundwork for answering both of these interesting questions.

    “This study lays the groundwork for answering both of these interesting questions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.1.3 A Theory of Meaning in Games

    Formal approaches to understanding meaning in games are relatively new.

    “Yet formal approaches to understanding meaning in games are relatively new (e.g., Sutton-Smith, 1959).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Sutton-Smith, 1959 source
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 3.4 Results Summary

    Perspective, granularity and narration can be used to convey certain meaning effects to the player.

    “Perspective, granularity and narration can be used to convey certain meaning effects to the player.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationcitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    Games are apt in expressing ideas in particular ways, in addition to features they share with other media.

    “In addition to the features that games have in common with other media, they are also apt in expressing ideas in particular ways.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    Doing so would mean closing some doors even before they are built.

    “Doing so would mean closing some doors even before they are built.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    King of Dragon Pass requires the player to adopt a hermeneutic stance to the game world.

    “King of Dragon Pass is an interesting example, because it requires the player to adopt a hermeneutic stance to the game world.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.1 Meaning as a Game Mechanic

    In Dixit, the only way to win the game is by interpreting how other people will see the cards and understand the verbal clues.

    “The only way to win the game is by interpreting how other people will see the cards and understand the verbal clues.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationnone given
    § 4.1.1 Hermeneutics Applied

    This study provides a hermeneutical perspective on games.

    “This study provides a hermeneutical perspective on games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 4.2.1 Meaning as a Game Mechanic

    Meaning is not a stable, inevitable thing, but may shift depending on the interpreter and the context of interpretation.

    “Meaning is not a stable, inevitable thing, but may shift depending on the interpreter and the context of interpretation (e.g., Gadamer, 1960/2004, p. 302, 312).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 302, 312

      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
    § 3.4 Results Summary

    Ludonarrative games combine generally large amounts of narrative elements to ludic elements.

    “They combine generally large amounts of narrative elements to ludic elements.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.1 Hermeneutics Applied

    The research shows that games are a media that would benefit from a more hermeneutical analysis.

    “While it is not desirable to try to stretch hermeneutics to cover all possible phenomena, the research shows that games are a media that would benefit from a more hermeneutical analysis.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.1 Hermeneutics Applied

    One of the theoretical implications of this study is to show one possible avenue for extending hermeneutics.

    “Therefore, one of the theoretical implications of this study is to show one possible avenue for extending hermeneutics.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.1.2 Understanding Games through Language-Games

    Digital games would have been impossible a century ago; augmented reality games became viable only recently.

    “Digital games would have been impossible a century ago; augmented reality games became viable only recently.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.1.2 Understanding Games through Language-Games

    This approach is also essentially hermeneutical, emphasizing how games are the products of their surrounding cultures and how they change together with those surroundings.

    “This approach is also essentially hermeneutical, emphasizing how games are the products of their surrounding cultures and how they change together with those surroundings.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    In games using rhetoric of failure, winning is either impossible to begin with or success only makes the game harder until it becomes too hard to beat.

    “The player may try, but the game is written into such form that winning is either impossible to begin with or that success only makes the game harder until it becomes too hard to beat.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    Instead of trying to focus myopically on the core of games, the approach enables us to look at the similarities and to understand games in relation to other things.

    “Instead of trying to focus myopically on the core of games, the approach enables us to look at the similarities and to understand games in relation to other things.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    This study provides a different approach, showing how the theory of language-games can help us understand games as being related through family resemblances.

    “This study provides a different approach, showing how the theory of language-games can help us understand games as being related through family resemblances.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.1.2 Understanding Games through Language-Games

    This approach is beneficial since it enables a theoretical openness to looking at games.

    “This approach is beneficial since it enables a theoretical openness to looking at games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 3.4 Results Summary

    Ludonarrative games have certain types of tools for meaning-making that they share with other forms of media, like literature and cinema.

    “Ludonarrative games also have certain types of tools for meaning-making that they share with other forms of media, like literature and cinema.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The horizon of interpretation of Spec Ops: The Line is necessarily complex, as it must account for a diverse set of cultural contexts from military politics to videogame tropes.

    “The horizon of interpretation is necessarily complex, as it must account for a diverse set of cultural contexts from military politics to videogame tropes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    Spec Ops: The Line seems to be posing an ethical question, and it does so in a way that is hard or impossible to do in another medium.

    “The important part is that it seems to be posing an ethical question, and it does so in a way that is hard or impossible to do in another medium.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, by stating that all the killing done in the game is harmless, the game ironically questions the player's actions.

    “By stating that all the killing done in the game is harmless, the game ironically questions the player's actions.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given
    § 4.2.3 Designing Meaning

    The context of interpretation matters.

    “2. The context of interpretation matters.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    The rhetoric of failure could be used in other interactive media like electronic literature, and if so we might call such literary works games.

    “It could also be possible to use the rhetoric of failure in other interactive media, like electronic literature. However, in that case we might also be willing to call such literary works games.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Games are worse at strictly linear narratives and conveying large amounts of factual information.

    “Conversely, games are worse when it comes to strictly linear narratives and conveying large amounts of factual information.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given
    § 4.2.3 Designing Meaning

    The designer does not get to choose what a game means.

    “1. The designer does not get to choose what a game means.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The use of multiple layers of meaning in Spec Ops: The Line necessitates a complex hermeneutics that takes into account all these levels and their interplay.

    “The use of multiple layers of meaning, from the cultural status of the American hero in the Middle East to the nature of the heroic main character in most action shooters, necessitates a complex hermeneutics that takes into account all these levels and their interplay.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Premisecitation
    § 4.2.3 Designing Meaning

    Asking the artist what they meant can be informative, but the artist does not have the final say on the work's meaning.

    “Asking the artist what they meant with an artwork can be informative, but they do not have the final say on the work's meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Interpretation happens in a circle and prejudices matter.

    “3. Interpretation happens in a circle and prejudices matter.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The rhetoric of failure is not the only form of expression that is typical of games but rarely found in other media.

    “The rhetoric of failure is not the only form of expression that is typical of games but rarely found in other media.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    A game is a combination of many visions building into one product.

    “It is a combination of many visions, all building into one product.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Games are usually made in teams.
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    The more a game resembles a ludonarrative digital game, the more likely it is for the suggestions to remain valid.

    “The suggestions should be framed through language-games: the more a game resembles a ludonarrative digital game, the more likely it is for the suggestions to remain valid.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Incorrectly identifying the cultural prejudices of the player can make the experience of playing a game confusing or even offensive.

    “Incorrectly identifying the cultural prejudices of the player can make the experience of playing a game confusing or even offensive.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Players enter a game with prejudices formed by their previous experiences of games and life.
  • May combine two claims.

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Games are similar to other media when it comes to meaning, but have factors that make them sufficiently different to require designers to think differently than authors or directors.

    “Overall, these five points mean that games are similar to other media when it comes to meaning, but they still have some factors that make them sufficiently different to require designers to think differently than authors or directors.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Premisecitation
    § 4.2.3 Designing Meaning

    Because of their procedural and interactive nature, games work best when expression uses these features instead of going against them.

    “Because of the procedural and interactive nature of games, they work best when the expression tries to use these features instead of going against them (cf. Bogost, 2007, pp. 44-46).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bogost, 2007, pp. 44-46 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.3 Evaluation of the Results

    There are limits to the possible application of the results.

    “It does not follow that the results are not applicable beyond the examples discussed here, but there are certainly limits to the possible application of the results.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    If a game is well made, the makers' visions match and produce something greater than the sum of the visions of individual makers.

    “If the game is well made, those visions match and produce something greater than the sum of the visions of individual makers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Understanding the cyclical nature of interpretation helps in designing meanings that gradually unfold to invoke the desired effect.

    “Furthermore, understanding the cyclical nature of interpretation helps in designing meanings that gradually unfold to invoke the desired effect.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Players enter a game with prejudices formed by their previous experiences of games and life.
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Games are better suited for expressing some things than others.

    “5. Games are better suited for expressing some things than others.”
    • Also stated in: § 4.2.3 Designing Meaning · plain
      “Fifth, although game designers can borrow tools from other media, games are better suited for expressing some things than others.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductcitation
    § 4.3.1 Combining Philosophical Hermeneutics and Wittgenstein

    The argument that Gadamer's and Wittgenstein's thinking is compatible is based on established work.

    “The argument is based on established work (Connolly, 1986; see also Paper 2), but research might reveal that there are aspects to their thinking that would be difficult to reconcile.”
    Quote in the paperSubstantial claim0 of 2 sources checked
    • cites Connolly, 1986 source
    • cites Paper 2

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Premisenone given
    § 4.2.3 Designing Meaning

    There are well-established techniques and methods that work in cinema and literature and can also be used in games.

    “There are well-established techniques and methods that work in cinema and literature, and that can be also used in games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The rhetoric of failure in McDonald's Video Game shows the player how running McDonald's in an ethical manner is impossible.

    “The rhetoric of failure shows the player how running McDonald's in an ethical manner is impossible.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Classified as probably not a substantial claim.

    Interpretationown data
    § 4.2.2 Things That Can Only Be Expressed With Games

    Spec Ops: The Line starts hinting that the player is complicit in Walker's actions by guiding him deeper into the violence, through meta-textual commentary on the game's loading screens.

    “Soon it starts hinting that the player is complicit in Walker's actions by guiding him deeper into the violence. This is done through meta-textual commentary on the game's loading screens (see FIGURE 8).”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • May combine two claims.

    Interpretationcitation
    § 4.2.3 Designing Meaning

    Games are a cultural category that is constructed of many types of phenomena, and not all of them can be understood in the same way.

    “Games are a cultural category that is constructed of many types of phenomena, and not all of them can be understood in the same way (see Paper 2).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Paper 2

      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
    § 4.3 Evaluation of the Results

    The approach marginalizes other aspects, like players, material components and visual representation.

    “However, the approach marginalizes other aspects, like players, material components and visual representation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The rhetoric of failure in September 12th argues that attempting to use missile strikes against terrorism creates more problems than it solves.

    “The rhetoric of failure argues that attempting to use missile strikes against terrorism creates more problems than it solves.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    Spec Ops: The Line uses genre assumptions consciously, highlighting the assumed heroic nature of these kinds of quests in one of the loading screens at the end of the game.

    “Spec Ops: The Line uses these genre assumptions consciously, highlighting the assumed heroic nature of these kinds of quests in one of the loading screens at the end of the game:”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    If a game is not well made, the result is a conflict of clashing visions that may nonetheless be interesting in its own way.

    “If not, the result is a conflict of clashing visions, all building up their own meanings, which may nonetheless result in something that is interesting in its own way.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 4.2.3 Designing Meaning

    The context of interpretation includes application, which is the purpose of the interpretation.

    “The context of interpretation also includes application, which is the purpose of the interpretation (e.g., Gadamer, 1960/2004, p. 305).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer, 1960/2004, p. 305

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

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

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In Spec Ops: The Line, the game never provides an answer to whether the killing is harmless, but by posing the question to the player it forces them to ponder the ethics of the game.

    “The game never provides an answer, but by posing the question to the player it forces them to ponder the ethics of the game.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    A cultural critique of a game contains different things than a game review.

    “A cultural critique of a game will contain different things than a game review, and understanding the differences in application will help in understanding how to relate to these texts.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    The guidelines given in the paper pertain mostly to ludonarrative digital games and less to other forms of games.

    “Therefore the guidelines given here pertain mostly to ludonarrative digital games and less to other forms of games.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Games do not present or convey certain meanings or values simply because they are games.

    “Games do not present or convey certain meanings or values simply because they are games, although the structures of the media affect the ways those meanings or values can be transmitted.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The message of Spec Ops: The Line is not restricted completely to things only relevant to videogames, as it engages in a discourse about the nature of choice, heroism and morality.

    “However, this does not restrict it completely into the confined territory of things only relevant to videogames, as it manages simultaneously to engage in a discourse about the nature of choice, heroism and morality.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.3 Evaluation of the Results

    The approach favors certain aspects of games, most importantly structures that relate to meaning.

    “This favors certain aspects of games, most importantly structures that relate to meaning.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    In September 12th, the player may start with the best of intentions, only to realize that the tools at hand do not allow for the problem to be solved; the only solution is to adopt other tools.

    “The player may again start with the best of intentions, only to realize that the tools at hand do not allow for the problem to be solved. The only solution is to adopt other tools.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    Criticizing McDonald's via the rhetoric of failure in the game has a different effect than written reports or documentaries about the company's practices.

    “Experientially that is significantly different from reading a written criticism or seeing a documentary about the practices of the fast-food company.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Understanding how interpretation works includes understanding how cultural prejudices work and how tradition can be both a source of knowledge and a limit to one's perspective.

    “This includes an understanding of how cultural prejudices work and how tradition can be both a source of knowledge and a limit to one's perspective.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Understanding differences in application helps in understanding how to relate to texts.

    “A cultural critique of a game will contain different things than a game review, and understanding the differences in application will help in understanding how to relate to these texts.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 4.2.2 Things That Can Only Be Expressed With Games

    Paper 5 describes a form of focalization that provides the player with access to the player character's actions, but not to their motivations.

    “Paper 5 describes a form of focalization that provides the player with access to the player character's actions, but not to their motivations.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Paper 5

      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), S4 (based).

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Being aware of how interpretation works helps to better design meaning.

    “Being aware of how interpretation works helps to better design meaning.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.3 Evaluation of the Results

    The approach relies on several perspectives that share a common goal but vary in methods.

    “The approach taken in this study relies on several perspectives that share a common goal but vary in methods.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisereasoning
    § 4.2.3 Designing Meaning

    The context of interpretation includes not only the physical location of play but also cultural and historical surroundings.

    “The context does not consist only of the physical location of play, but also of the cultural and historical surroundings.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    Fallout 2 makes the player experience the frustration of trying and failing to make sense of Vice-President Bird.

    “Yet this would constitute a different kind of argument from the one Fallout 2 presents, which makes the player experience the frustration of trying and failing to make sense of Vice-President Bird.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Games embody the values and choices of the people that made them, the culture that surrounds them, and the prejudgments of the people playing them.

    “Games embody the values and choices of the people that made them, the culture that surrounds them and the prejudgments of the people playing them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Spec Ops: The Line initially confirms the player's prejudices but then uses those same prejudices to subvert the initial interpretation of the game.

    “This can be used for surprises, like in Spec Ops: The Line where the game initially confirms the player's prejudices, but then uses those same prejudices to subvert the initial interpretation of the game.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Players enter a game with prejudices formed by their previous experiences of games and life.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.2.3 Designing Meaning

    Borrowing techniques from other media is possible, if you know how to adapt them.

    “4. Borrowing techniques from other media is possible, if you know how to adapt them.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Techniques from cinema and literature need some translation to work effectively in games.

    “These techniques do need some translation in order to work effectively in a new media.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Techniques from cinema and literature were not built with games in mind and may not accurately reflect what happens in games.
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    The context of interpretation makes a big difference on how a game will be interpreted.

    “Second, the context of interpretation makes a big difference on how the game will be interpreted.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 4.2.3 Designing Meaning

    The structures of the media affect the ways meanings or values can be transmitted.

    “Games do not present or convey certain meanings or values simply because they are games, although the structures of the media affect the ways those meanings or values can be transmitted.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    The rhetoric of failure in McDonald's Video Game argues that McDonald's is run in an unethical manner because there are no other options.

    “The rhetoric of failure argues that McDonald's is run in an unethical manner because there are no other options.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.3 Designing Meaning

    Trying to understand all games through a single filter is going to do more harm than good.

    “One of the central strands going through this study is the argument that trying to understand all games through a single filter is going to do more harm than good.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationcitation
    § 4.2.3 Designing Meaning

    Game designers may directly benefit from understanding perspective, narration and granularity, and how these contribute to the meaning conveyed by the game.

    “For example, game designers may directly benefit from understanding perspective, narration and granularity, and how these contribute to the meaning conveyed by the game (see Paper 5 for some examples).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Paper 5

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 4.3 Evaluation of the Results

    This study presents a new approach combining philosophical hermeneutics with game studies.

    “This study presents a new approach, combining philosophical hermeneutics with game studies.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given
    § 4.3 Evaluation of the Results

    This study does not provide a comprehensive theory of game hermeneutics but focuses on providing a foundation for further research.

    “As was already mentioned above, this study does not provide a comprehensive theory of game hermeneutics, but focuses on providing a foundation that can be built upon with further research.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    It is difficult to see the message of Spec Ops: The Line conveyed in any other media, partially because it is a message so wrapped up in being about videogames.

    “It is also difficult to see this message conveyed in any other media, partially because it is a message so wrapped up in being about videogames.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Premisecitation
    § 4.2.3 Designing Meaning

    Players necessarily act within the game and affect the way it plays out.

    “Additionally, the player(s) will necessarily act within the game and affect the way it plays out (cf. Sicart, 2011).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Sicart, 2011

      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).

    Interpretationreasoning
    § 4.2.2 Things That Can Only Be Expressed With Games

    This focalization allows games to make the player feel complicity in a way that other media have a hard time producing.

    “This allows games to make the player feel complicity in a way that other media have a hard time producing.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The player's experience of a game can be inferred from its mechanics and narrative content.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationnone given
    § 4.2.2 Things That Can Only Be Expressed With Games

    Spec Ops: The Line uses a sophisticated approach that is aware of operating on several levels at the same time.

    “In order to make its point, Spec Ops: The Line uses a sophisticated approach that is aware of operating on several levels at the same time.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § Classical Hermeneutics

    The same circularity operates also on a more universal scale: understanding a single essay as parts of its author's all texts, and the author perhaps as part of a larger academic community, and so on.

    “Note that the same circularity operates also on a more universal scale: understanding a single essay as parts of its author's all texts, and the author perhaps as part of a larger academic community, and so on.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 4.3.2 Applying Text-Theory to Games

    When applying textual theory to games, visual representation needs to be addressed.

    “Furthermore, when applying textual theory to games, the addition of visual representation needs also to be addressed (Treanor et al., 2010, pp. 225-226).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Treanor et al., 2010, pp. 225-226 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § REFERENCES

    There is no 'pure' role-playing that a theorist can find and then rule out other forms of role-playing as less pure.

    “There is no 'pure' role-playing that the theorist can m nd and then rule out other forms of role-playing as less pure.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Premisereasoning
    § HERMENEUTICS

    In modern hermeneutics, 'text' can be any object of interpretation, and as such includes all verbal and nonverbal communication; without excluding the possibility of interpreting noncommunicative objects.

    “In modern hermeneutics, 'text' can thus be any object of interpretation, and as such includes all verbal and nonverbal communication; without excluding the possibility of interpreting noncommunicative objects.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Classical Hermeneutics

    In comparative interpretation, the interpreter finds the individual aspect by comparison with other things included under the same universal.

    “In the second case the interpreter 'finds the individual aspect by comparison with other things included under the same universal' (23).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher 1838/1998

      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).

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    Using the theories presented here to games that are not ludonarrative requires some special precautions.

    “However, using the theories presented here to games that are not ludonarrative requires some special precautions.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § REFERENCES

    Role-playing is defined in the social contexts where it is played.

    “It is de m ned in the social contexts where it is played.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3.4 Ludo-Narratological Hermeneutics

    Combining the study of narrative with hermeneutics is hardly unique.

    “However, combining the study of narrative to hermeneutics is hardly unique (cf. Pettersson, 2009).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Pettersson, 2009 source
  • Classified as probably not a substantial claim.

    Interpretationnone given
    § YHTEENVETO (FINNISH SUMMARY)

    The study provides guidelines for designing meanings in games.

    “Tämä tutkimus antaa myös ohjeita, joiden avulla peleihin voidaan pyrkiä suunnittelemaan merkityksiä.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3.4 Ludo-Narratological Hermeneutics

    Paul Ricoeur, a key hermeneutic philosopher, combined his work in hermeneutics with writing about narrative and narrativity.

    “One of the key hermeneutic philosophers, Paul Ricoeur, has combined his work in hermeneutics with writing about narrative and narrativity (Dauenhauer & Pellauer, 2014; e.g., Ricoeur, 1981, pp. 274-296).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Dauenhauer & Pellauer, 2014

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Ricoeur, 1981, pp. 274-296

      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).

    Interpretationcitation
    § 4.3.2 Applying Text-Theory to Games

    A theory of texts applied to games needs to account for the interactive, procedural parts of games.

    “A theory of texts applied to games needs to account for the interactive, procedural parts of games (e.g., Aarseth, 1997).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Aarseth, 1997

      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).

    Interpretationreasoning
    § 4.3.2 Applying Text-Theory to Games

    The arguments presented in this study should not be read as claims about empirical players but as claims about games and their modes of operation.

    “Therefore, the arguments presented here should not be read as claims about empirical players but as claims about games and their modes of operation.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Actual players are complex and contradictory beings.
    • Rests on an assumption: The implied player is a more defined collection of actions and expectations.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3.2 Applying Text-Theory to Games

    Scholars of hermeneutics have previously extended hermeneutics beyond texts, for example Ricoeur and Habermas studied metaphor and communication with hermeneutic theory.

    “Additionally, as was mentioned before, this is not the first time scholars of hermeneutics have extended hermeneutics beyond texts. Researchers like Ricoeur and Habermas have studied subjects like metaphor and communication with the aid of hermeneutic theory (Habermas, 1984; Ricoeur, 1975/1993).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Habermas, 1984

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Ricoeur, 1975/1993

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Premisecitation
    § Philosophical Hermeneutics

    For Gadamer, hermeneutics becomes not a process of understanding preceding ideas but of refining those ideas, that is, pursuing truth.

    “For Gadamer, hermeneutics becomes not a process of understanding preceding ideas but of refining those ideas, that is, pursuing truth.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer (1960/2004)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    The analysis of the hermeneutic process largely relies on the concept of ludonarrative games.

    “The analysis of the hermeneutic process largely relies on the concept of ludonarrative games.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § Veli-Matti Karhulahti

    Hermeneutics is a recognized method outside game studies, with a research tradition dating back centuries.

    “Hermeneutics is a recognized method outside game studies, with a research tradition dating back centuries.”
    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
    § Classical Hermeneutics

    Schleiermacher divides hermeneutic interpretation into two simultaneously operating types: grammatical and psychological.

    “He divides hermeneutic interpretation into two simultaneously operating types: grammatical and psychological .”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher 1838/1998

      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).

    Interpretationnone given
    § 4.3.3 Application to Games without Narratives

    The discussion on game aesthetics has aspects that are relevant to all kinds of games.

    “Additionally, the discussion on game aesthetics has aspects that are relevant to all kinds of games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Classical Hermeneutics

    Schleiermacher departed from the premise that one only understands partially and incompletely.

    “Departing from the premise that 'one only understands partially and incompletely' (Schleiermacher 1838/1998, 231)”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher 1838/1998

      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).

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    The historical nature of interpretation will necessarily affect how games will be interpreted as part of culture.

    “The historical nature of interpretation will necessarily affect how games will be interpreted as part of culture.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Philosophical Hermeneutics

    Gadamer later recognized the extending of hermeneutics from textual to general interpretation as the factor that made modern hermeneutics 'philosophical.'

    “This extending of hermeneutics from textual to general interpretation became the aspect that Heidegger's follower, Hans-Georg Gadamer (1960/2004), later recognized as the factor that made modern hermeneutics 'philosophical.'”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer (1960/2004)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • Rests on an assumption: Heidegger's insight connecting textual interpretation to everyday understanding is correct: our daily sensemaking of perceptions, events and activities are all guided by interpretive hermeneutic principles.
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation
    § HERMENEUTICS

    Hermeneutics generally focuses on written texts, yet modern applications of hermeneutics have broadened the topics it covers to almost anything that can or needs to be interpreted.

    “Generally it focuses on written texts, yet modern applications of hermeneutics have broadened the topics it covers to almost anything that can or needs to be interpreted (see Grondin 1994).”
    Quote in the paperSubstantial 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
    § Classical Hermeneutics

    Schleiermacher pursued a practical interpretive method that would enable one to understand texts 'at first just as well as and then better than its author'.

    “Schleiermacher went on to pursue a practical interpretive method that would enable one to understand texts 'at first just as well as and then better than its author' (23).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher 1838/1998

      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
    § 4.3.3 Application to Games without Narratives

    The language-game approach taken to game definitions in this study is relevant to all kinds of games.

    “The language-game approach taken to game definitions in this study is also relevant to all kinds of games.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.3.2 Applying Text-Theory to Games

    The hermeneutics invoked in this study is not simply of the textual variety.

    “Fortunately the hermeneutics invoked here is not simply of the textual variety.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationcitation
    § 4.3.2 Applying Text-Theory to Games

    This study relies on Aarseth's concept of implied player, borrowed from the implied reader in literary studies.

    “As mentioned above, this study relies on Aarseth's (2007, p. 132) concept of implied player, in turn borrowed from the implied reader theorized in literary studies.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Aarseth, 2007, p. 132 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Classical Hermeneutics

    The credit for hermeneutics becoming a general theory of interpretation is often given to Friedrich Schleiermacher and Wilhelm Dilthey.

    “The credit for this is often given to two major hermeneutic philosophers, Friedrich Schleiermacher and Wilhelm Dilthey (see Schmidt 2006).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schmidt 2006 source
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3.4 Ludo-Narratological Hermeneutics

    Using Ricoeur's philosophical work has already been adopted in games studies for examining game narratology.

    “Using Ricoeur's philosophical work has already been adopted in games studies for examining game narratology (Chen, 2014).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Chen, 2014 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.4 Recommendations for Further Research

    Those three aspects (perspective, narration, granularity) are only a limited part of the creative palette games can utilize.

    “However, those three aspects are only a limited part of the creative palette games can utilize.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.3.3 Application to Games without Narratives

    What are considered important features for certain types of games is a cultural, contingent quality.

    “What are considered important features for certain types of games is a cultural, contingent quality.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Games will be grouped based on their features and the similarity of those features.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Classical Hermeneutics

    The finest understanding by psychological means is achieved via two interpretive sub-methods: divinatory and comparative.

    “The finest understanding by these psychological means is achieved via two interpretive sub-methods: divinatory and comparative .”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher 1838/1998

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

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

    Interpretationreasoning
    § 4.3.2 Applying Text-Theory to Games

    The hermeneutics of understanding in general and the ontology of artworks inform the way this study approaches games.

    “The hermeneutics of history is of lesser interest in relation to this particular study, but both the hermeneutics of understanding in general and the ontology of artworks informs the way this study approaches games.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Gadamer's philosophical hermeneutics makes claims mainly about the structure of understanding in general, historical understanding in particular, and the ontology of experiencing artworks.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    This does not make hermeneutic analysis useless, just less relevant.

    “This does not make hermeneutic analysis useless, just less relevant.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § 4.3.2 Applying Text-Theory to Games

    There should be serious reservations about using a theory of texts to understand games because of the differences between the two media.

    “There should be serious reservations about using a theory of texts to understanding something like games because of the differences between the two media.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Hermeneutics has traditionally been a theory of interpreting texts, starting with holy books and then gradually extending to all kinds of texts.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Classical Hermeneutics

    In divinatory interpretation, the interpreter transforms oneself into the other person and tries to understand the individual element directly.

    “In the first case the interpreter 'transforms oneself into the other person and tries to understand the individual element directly' (Schleiermacher 1838/1998, 92).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher 1838/1998

      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).

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    It will not be pertinent to apply the analysis to abstract games that lack the cultural and narrative aspects on which this analysis has focused.

    “Therefore, it will not be pertinent to abstract games that lack the cultural and narrative aspects on which this analysis has focused.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning
    § Classical Hermeneutics

    Since the interpreter is normally capable of gathering more extra-textual facts of the text than its author, the interpreter is normally also capable of understanding the text better than its author.

    “Since the interpreter is normally capable of gathering more extra-textual facts of the text than its author, the interpreter is normally also capable of understanding the text better that its author.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Classical Hermeneutics

    Hermeneutics became a general theory of interpretation already in the 19th century.

    “Hermeneutics became a general theory of interpretation already in the 19th century.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schmidt 2006 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.4 Recommendations for Further Research

    The theoretical work on perspective, narration and granularity helps in using those particular aspects of games to create the meanings the designers desire to convey.

    “The theoretical work on perspective, narration and granularity helps in using those particular aspects of games to create the meanings the designers desire to convey.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    This study has focused on ludonarrative games, but some of its insights can be applied to other games.

    “This study has focused on ludonarrative games, but some of its insights can be applied to other games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § REFERENCES

    What is considered role-playing is the product of historical and social happenstance.

    “What we consider roleplaying is the product of historical and social happenstance.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § REFERENCES

    Role-playing is deeply social in its nature.

    “Role-playing is deeply social in its nature (Fine 1983).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Fine 1983

      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).

    Interpretationreasoning
    § Veli-Matti Karhulahti

    Hermeneutics is useful for interpreting texts that have been proven problematic.

    “As such, it is useful for interpreting texts that have been proven problematic.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Hermeneutics provides cohesion not available through deconstruction, and methodological tools not present in most close-reading techniques.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § REFERENCES

    Not anything can be called role-playing, because it is a distinct historical and social process that has formed a certain understanding of role-playing.

    “But this does not mean that anything can be called role-playing, as it is a very distinct historical and social process that has formed a certain understanding of role-playing.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § HERMENEUTICS

    The term philosophical hermeneutics is mostly associated with the work of Martin Heidegger, Hans-Georg Gadamer, and Paul Ricoeur.

    “The term is mostly associated with the work of Martin Heidegger, Hans-Georg Gadamer, and Paul Ricoeur.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Gadamer 2006 source
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § INTRODUCTION

    Game studies discourses need to be interpreted with particularly versatile and sensitive methods.

    “Because game studies is a nascent field, with no strong consensus of concepts yet, its discourses need to be interpreted with particularly versatile and sensitive methods.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Game studies is a nascent field, with no strong consensus of concepts yet.
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.3.3 Application to Games without Narratives

    The Gadamer-based remarks on the structure of understanding are significant to all games because they are philosophical arguments about human understanding, not about games.

    “The Gadamer-based remarks on the structure of understanding are significant to all games since they are philosophical arguments about human understanding, not about games.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Gadamer's philosophical hermeneutics makes claims mainly about the structure of understanding in general, historical understanding in particular, and the ontology of experiencing artworks.
  • Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.

    Interpretationreasoning
    § CONCLUSION

    An interpretation of a 'text that understands games' need not always be a reconstruction of the author's intended meaning, but can also be a recreation of meaning that may be useful solely for the purposes of a particular horizon.

    “The most important contribution of this article has been to show how an interpretation of a 'text that understands games' need not always be a reconstruction of the author's intended meaning, but it can also be a recreation of meaning that may be useful solely for the purposes of a particular horizon.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The question of story functionality in 'gameness' has been declared dead by many colleagues.
    • Rests on an assumption: Story components can play important roles in games and videogames in particular.
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § Previous Interpretations of Eskelinen

    Contextual changes affect interpretations.

    “This contributes to the present discussion by illustrating how contextual changes affect interpretations.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    The gameness of Super Mario Bros. is found in its mechanics, first and foremost in its kinesthetic patterns.

    “For us, the gameness of Mario is found in its mechanics, first and foremost in its kinesthetic patterns that the player must exert if she or he wishes to keep on playing.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § CONCLUSION

    It is possible to find equally complex issues in game studies under topics like 'What is a game?' or 'Are games art?'.

    “it is possible to find equally complex issues in game studies under topics like What is a game? or Are games art?”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § Philosophical Hermeneutics

    Your interpretation of a text is unavoidably affected by your history, motives and many other factors.

    “So while your interpretation of this paragraph is unavoidably affected by your history (what have you read before), motives (why are you reading this) and many other factors, becoming aware of those factors enables you to understand that that particular interpretation is only one of many ideally the best one that is constructible from your specific horizon.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 4.1 Focalization

    In first-person shooters, a last-minute change of perspective to the killer's eyes after death creates a meaning-effect that the controlled character is interchangeable with other characters and is one of many, discarded when unusable.

    “The technique shows how the controlled character is essentially interchangeable with other characters in the game.”
    • Also stated in: § 4.1 Focalization · plain
      “While the feeling of embodiment may be strong when controlling a character in a first-person shooter, the last minute change of perspective reminds you that the character is one of many, discarded as soon as it becomes unusable.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § CONCLUSION

    Dismissing questions like 'What is a game?' or 'Are games art?' as irrelevant means that the interpreter is only incapable of interpreting them productively.

    “Dismissing these questions as irrelevant means that the interpreter is only incapable of interpreting them productively.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Previous Interpretations of Eskelinen

    Schleiermacher's notion of grammatical interpretation means the explication of actual linguistic referents.

    “To begin with, we evoke Schleiermacher's (1998) notions of grammatical and psychological interpretation, the former by which he means the explication of actual linguistic referents, and the latter by which he means the explication of extra-linguistic referents.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher (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).

    Interpretationcitation
    § Philosophically Hermeneutic Notes on Eskelinen

    Super Mario Bros.'s story components may be significant from other horizons, such as analyzing it as a cultural product.

    “At this point we remind ourselves that the game's ludically insignificant story components may not be insignificant from other horizons, e.g. when analyzing Mario as a cultural product (see Kinder 1991; Sheff 1993).”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Kinder 1991

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

    • cites Sheff 1993

      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), S4 (based).

    Interpretationnone given
    § CONCLUSION

    Schleiermacher's notions of different types of interpretations are useful in understanding game studies discourses.

    “We began by showing how Schleiermacher's notions of different types of interpretations are useful in understanding game studies discourses.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The question of story functionality in 'gameness' has been declared dead by many colleagues.
    • Rests on an assumption: Story components can play important roles in games and videogames in particular.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § Previous Interpretations of Eskelinen

    The motive of Eskelinen's interpretation is dialectical, to understand the text in the light of its other interpretations.

    “The motive of this interpretation is obviously a dialectical one, that is, to understand the text in the light of its other interpretations.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Eskelinen (2006)

      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).

    Interpretationreasoning
    § Philosophical Hermeneutics

    With the help of time, horizons slowly broaden as we move away from the object of interpretation and see more of the things that surround it.

    “With the help of time, horizons slowly broaden as we move away from the object of interpretation and see more of the things that surround it.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § Philosophical Hermeneutics

    Gadamer's theory liberates those who seek to understand academic texts from the limits that rule classical theories of interpretation.

    “What makes his theory of interest to those who seek to understand academic texts is that it liberates them from the limits that rule classical theories of interpretation.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    Story components often appear as features that do not play major roles in the 'gameness' of games.

    “they often seem to appear as features that do not play major roles in the 'gameness' of games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § Previous Interpretations of Eskelinen

    Grammatical interpretation does not operate alone.

    “It is important to recall that grammatical interpretation does not operate alone.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § Philosophical Hermeneutics

    Gadamer does not see time as a barrier to be overcome but as a vantage that makes it possible to understand the object of interpretation in a wider context.

    “He does not see time as a barrier to be overcome but as a vantage that makes it possible to understand the object of interpretation in a wider context.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer (1960/2004)

      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). May combine two claims.

    Interpretationreasoning
    § Previous Interpretations of Eskelinen

    Järvinen did have some preconceptions and motives for reading, which together made him apply this specific part to his own work.

    “What is important is that Järvinen did have some preconceptions and motives for reading, which together made him apply this specific part to his own work.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Järvinen (2008)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    When game scholars talk about 'narratives,' 'stories,' and 'fiction' they actually refer to game components that have some representative features.

    “when game scholars talk about 'narratives,' 'stories,' and 'fiction' they actually refer to game components that have some representative features.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § Philosophical Hermeneutics

    Becoming aware of those factors enables you to understand that that particular interpretation is only one of many ideally the best one that is constructible from your specific horizon.

    “So while your interpretation of this paragraph is unavoidably affected by your history (what have you read before), motives (why are you reading this) and many other factors, becoming aware of those factors enables you to understand that that particular interpretation is only one of many ideally the best one that is constructible from your specific horizon.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § Previous Interpretations of Eskelinen

    Schleiermacher's notion of psychological interpretation means the explication of extra-linguistic referents.

    “To begin with, we evoke Schleiermacher's (1998) notions of grammatical and psychological interpretation, the former by which he means the explication of actual linguistic referents, and the latter by which he means the explication of extra-linguistic referents.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Schleiermacher (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). May combine two claims.

    Interpretationreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    The horizon is necessarily limited by these factors, but it also enables us to make interpretations that meaningful for our particular purposes.

    “The horizon is necessarily limited by these factors, but it also enables us to make interpretations that meaningful for our particular purposes.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable).

    Interpretationreasoning
    § CONCLUSION

    The function of story components is protean.

    “Our interpretation indicated that the function of story components is protean, and the most interesting questions concerning them lie on exploring these protean functionalities.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Story components can play important roles in games and videogames in particular.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § Previous Interpretations of Eskelinen

    In another context, right after the text's publication in 2001, this kind of interpretation would have been rather unimaginable.

    “In another context, say, right after the text's publication in 2001, this kind of interpretation would have been rather unimaginable.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § Philosophically Hermeneutic Notes on Eskelinen

    All of the factors relate to our horizon of interpretation.

    “All of the factors relate to our horizon of interpretation, as elaborated previously.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.1 Focalization

    In Mass Effect 2 and Tomb Raider, the internal perspective in the introduction is an exception to the way most of the game is portrayed and may be an attempt to make the player identify with the perspective of the character (soon to be) played.

    “Again, it is an exception to the way most of the game is portrayed, and perhaps an attempt to make the player identify with the perspective of the character (soon to be) played.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § Philosophical Hermeneutics

    Gadamer's theory asserts that the discovery of the true meaning of a text or a work of art is never finished.

    “This is where Gadamer's (1960/2004) theory breaks off by asserting that 'the discovery of the true meaning of a text or a work of art is never finished' (298).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Gadamer (1960/2004)

      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
    § Previous Interpretations of Eskelinen

    Eskelinen's interpretation of his own text was shaped by the flood of other interpretations.

    “What has obviously shaped Eskelinen's above interpretation of his own text is the flood of other interpretations.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Eskelinen (2006)

      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), S4 (based).

    Interpretationnone given
    § CONCLUSION

    All interpretations live in time, being subject to revisions in later contexts to be reinterpreted.

    “Regardless, all interpretations live in time, being subject to revisions in later contexts to be reinterpreted.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    Understanding World of Warcraft as a general phenomenon requires an understanding of its story components, but understanding it as a game does not.

    “Understanding World of Warcraft as a general phenomenon requires an understanding of its story components; understanding World of Warcraft as a game does not.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § Philosophically Hermeneutic Notes on Eskelinen

    Representative features of games often facilitate comprehending more and less complex game rules and interacting with more and less virtualized game entities.

    “representative features do often seem to facilitate comprehending more and less complex game rules and interacting with more and less virtualized game entities.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § Philosophical Hermeneutics

    Classical hermeneutics is delimited by the premise that the object of interpretation can be exhausted with proper tools.

    “While classical approaches may go beyond texts, authors, and even eras, they are nevertheless always delimited by the premise that the object of interpretation can be exhausted with proper tools.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Schleiermacher 1983/1998, 45

      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
    § Previous Interpretations of Eskelinen

    Motives have significant effects even on grammatical interpretations.

    “We notice how motives have significant effects even on grammatical interpretations.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationreasoning
    § CONCLUSION

    With few exceptions, abandoning prominent academic questions is merely a result of deficient interpretation.

    “With few exceptions, abandoning prominent academic questions is merely a result of deficient interpretation.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: The question of story functionality in 'gameness' has been declared dead by many colleagues.
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.3 Granularity

    The choice of what to simulate is usually associated with the genre and theme of the game.

    “This choice is usually associated with the genre and theme of the game.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2 Mode of narration

    The distinction between teller-characters and reflector-characters does not necessarily follow the division to first- and third-person narrators.

    “The distinction between teller-characters and reflector-characters does not necessarily follow the division to first- and third-person narrators.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stanzel, 1981 source
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationnone given
    § 5 CONCLUSIONS

    This hybrid focalization provides complete control of a character's actions, but does not grant access to their mental landscape.

    “This hybrid focalization provides complete control of a character ' s actions, but does not grant access to their mental landscape.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3 Granularity

    In interpreting fiction, we use the principle of minimal departure to make sense of the world.

    “Ryan (1980) argues that interpreting fiction, we use the principle of minimal departure to make sense of the world.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan (1980) source
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 4.2 Mode of narration

    Tavinor (2009) points out that the events that happen in a video game are at least partially chosen by the player, and in that sense might not be chosen for their narrative function.

    “Bastion is also a good example when discussing something Tavinor (2009) points out: the events that happen in a video game are at least partially chosen by the player, and in that sense might not be chosen for their narrative function.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Tavinor (2009)

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 5 CONCLUSIONS

    Focalization provides several ways of creating meaning-effects.

    “Focalization provides several ways of creating meaning-effects.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.2 Mode of narration

    Varying the amount the characters are aware of and interact with the player could be used for different kinds of meaning-effects.

    “This could be used for different kinds of meaning-effects by varying the amount the characters are aware of and interact with the player.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.3 Granularity

    What would be of major importance in one game is insignificant or even banal in another.

    “What would be of major importance in one game, is insignificant or even banal in another.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Playable characters are often presented as featureless tabula rasa to make identification with them easier.

    “Playable characters are often presented as featureless tabula rasa to make identification with them easier.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.3 Granularity

    Deviations from the norm can be used to create meaning-effects.

    “Deviations from the norm can also be used to create meaning-effects.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.

    Interpretationnone given
    § 4.3 Granularity

    These types of granularity need not reflect the same level of detail, but can differ from each other by design.

    “These types of granularity need not reflect the same level of detail, but can differ from each other by design.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3 Granularity

    Some games have incoherent worlds, where the rules and fiction of the game clash.

    “Juul (2005) also argues that some games have what he calls incoherent worlds, where the rules and fiction of the game clash.”
    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.

  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Information about the nature of the player character's actions can be withheld from the player, misleading them about the intentions of the character.

    “Information about the nature of the player character ' s actions can also be withheld from the player, misleading them about the intentions of the character.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisereasoning
    § 4.2 Mode of narration

    A reflector-character cannot properly be considered deceitful, with the exception of self-deceit.

    “This also means that they cannot properly be considered deceitful, with the exception of self-deceit (Stanzel, 1978).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stanzel, 1978

      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
    § 4.2 Mode of narration

    Stanzel's distinction between teller-characters and reflector-characters can be equated with Genette's narrator and focalizer, respectively.

    “Stanzel (1981) makes a central distinction in modes of narration by dividing narrating characters to teller-characters and reflector-characters. These can be equated with Genette ' s (1988) narrator and focalizer, respectively.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Stanzel (1981) source
    • cites Genette (1988)

      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.

    Premisecitation
    § 4.3 Granularity

    Fiction is indeterminate, since it is never defined in perfect detail and could correspond with many different states of being; there is no determinate way to interpret fiction.

    “Another way of saying this is to call fiction indeterminate, since they are never defined in perfect detail and could correspond with many different states of being: there is no determinate way to interpret fiction (Ingarden, Frizer, Chipp, 1970).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ingarden, Frizer, Chipp, 1970

      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).

    Interpretationnone given
    § 4.3 Granularity

    Games differ greatly in what they choose to simulate, if they simulate anything at all.

    “Games differ greatly in what they choose to simulate, if they simulate anything at all (entirely abstract games may not be simulations of anything else).”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 4.2 Mode of narration

    A reflector-character is not a narrator and is not responsible for conveying the tale; instead, they experience it.

    “In comparison, a reflector-character is not a narrator and is not responsible for conveying the tale. Instead, they experience it.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stanzel, 1978

      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
    § 4.1 Focalization

    Coupled with a loss of control, moving the perspective outside the character's body can be used to convey helplessness.

    “Coupled with a loss of control this can be used to convey helplessness.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.2 Mode of narration

    Impossible narrators can create surprise or amazement in readers/viewers witnessing this impossibility.

    “This can create surprise or amazement in readers/viewers witnessing this impossibility.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationnone given
    § 4.3 Granularity

    Both visual granularity and granularity of simulation are issues associated with the discussion of realism in games.

    “Both visual granularity and granularity of simulation are issues that are associated with the discussion of realism in games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.1 Focalization

    To create the opposite effect of identifying with a character, one can move the perspective inside the character's body.

    “To create the opposite effect of identifying with a character, move the perspective inside the character ' s body.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2 Mode of narration

    First-person narrators that do not verbalize their thoughts are not teller-characters if they do not communicate with the reader, but only talk to themselves.

    “First-person narrators that do not verbalize their thoughts are not teller-characters, if they do not communicate with the reader, but only talk to themselves (Stanzel, 1981).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Stanzel, 1981 source
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2 Mode of narration

    Games as systems are built with the assumption that there is a person witnessing the events of the game.

    “Because games generally require some kind of input from the player to proceed, it follows that games as systems are built with the assumption that there is a person witnessing the events of the game.”
    Quote in the paperSubstantial claim
    • Rests on an assumption: Games generally require some kind of input from the player to proceed.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationcitation
    § 4.3 Granularity

    By using the natural level of granularity, narration creates the impression that the described events correspond to the level of detail of human perceptual experience.

    “By using this level of description, narration creates the impression that the described events correspond to the level of detail of human perceptual experience.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: There is a basic phenomenological level on which humans are aware of their surroundings even when they are not paying special attention to anything.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 4.3 Granularity

    Games contain different types of granularity.

    “Games contain different types of granularity.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.3 Granularity

    We cannot assume equivalence as freely when discussing works of fantasy or science fiction.

    “Different contexts create different expectations: we cannot assume equivalence as freely when discussing works of fantasy or science fiction.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationreasoning
    § 4.2 Mode of narration

    If there is no person witnessing the events of a game, the game either does not continue, waiting for the player to do something, or it will end very quickly, often with the demise of the player character.

    “If there is not, the game either does not continue, waiting for the player to do something, or it will end very quickly, often with the demise of the player character.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: Games generally require some kind of input from the player to proceed.
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 5 CONCLUSIONS

    The player is occasionally addressed as 'you' in these cases.

    “The player is occasionally addressed as ' you ' in these cases.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.3 Granularity

    A likely explanation for the removal of pollution in Civilization V is that it was one of the many systems deemed unnecessarily complex and removed for that reason.

    “A likely explanation is that pollution was one of the many systems that were deemed unnecessarily complex and removed for that reason.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationreasoning
    § 4.1 Focalization

    To create a distancing effect, one can move the perspective from an inside perspective to outside the character's body or to another body.

    “to create a distancing effect, move the perspective from an inside perspective to outside the character ' s body or to an another body.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 4.3 Granularity

    Sudden changes in specificity can focus the reader's or player's attention to some particular detail or object.

    “Sudden changes in specificity can, for example, focus the reader ' s or player ' s attention to some particular detail or object.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3 Granularity

    Fictional worlds in both literary works and games are incomplete in the sense that they never specify everything about the world.

    “Fictional worlds in both literary works and games are incomplete in the sense that they never specify everything about the world (Juul, 2005).”
    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.

  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 5 CONCLUSIONS

    The change from first to third person perspective can also be used for characters that are under some form of mind control or other outside controlling force.

    “but can also be used for characters that are under some form of mind control or other outside controlling force.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning
    § 4.3 Granularity

    A text does not need to explicitly mention that people are clothed, because being clothed is the assumption of most readers.

    “a text does not need to explicitly mention that people are clothed, because that is the assumption of most readers.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.3 Granularity

    Constant focused attention or attention to things that feels unnatural to the reader or player can create a feeling of alienation and possibly reflect a distorted view of the world.

    “Constant focused attention or attention to things that feels unnatural to the reader or player can create a feeling of alienation and possibly reflect a distorted view of the world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given
    § 4.1 Focalization

    Games have all the same perspectives as literature (zero, external, and internal focalization) at their disposal and an additional one, embodied focalization.

    “It seems that games have all the same perspectives as literature (zero, external and internal focalization) at their disposal and an additional one.”
    • Also stated in: § 4.1 Focalization · plain
      “This embodied focalization places the player in control of the actions of a character (or several characters), and places the physical perspective inside the body of the character, but does not grant access to that character ' s mental landscape.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Interpretationreasoning
    § 4.3 Granularity

    The choice of granularity focuses attention on specific elements of the game, highlighting waste management as something necessary in understanding how cities work, but as an unimportant concern in most games.

    “The choice of granularity focuses attention on specific elements of the game, highlighting waste management as something necessary in understanding how cities work, but as an unimportant concern in most games.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.

    Premisecitation
    § 4.2 Mode of narration

    The worlds of the narrator and the fiction can be either identical (homodiegetic) or separate (heterodiegetic), depending on whether the narrator inhabits the world they narrate.

    “This has to do with the worlds of the narrator and the fiction, which can be either identical (homodiegetic) or separate (heterodiegetic), depending on whether the narrator inhabits the world they narrate (Genette, 1980).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Genette, 1980

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 4.2 Mode of narration

    Bastion shows that the role of the narrator might not be limited to conveying the narrative.

    “Bastion shows that the role of the narrator might not be limited to conveying the narrative.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3 Granularity

    There is a natural level of granularity in literary description that corresponds to how perception works.

    “There is a natural level of granularity in literary description that corresponds to how perception works (Bundgaard, 2013).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Bundgaard, 2013 source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 4.3 Granularity

    Even small differences in simulation can lead to large differences in experience, as is the case with Skyrim and Fallout: New Vegas.

    “Even small differences in simulation can lead to large differences in experience, as is the case with Skyrim and Fallout: New Vegas.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Games portrayed from the first person perspective use the change to a third person perspective to convey the loss of control over the character.

    “Games portrayed from the first person perspective use the change to a third person perspective to convey the loss of control over the character.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationreasoning
    § 4.2 Mode of narration

    A teller-character breaking the fourth wall implies that they acknowledge the presence of someone witnessing the events taking place, even if the fictive world is incapable of perceiving them.

    “This would imply that they acknowledge the presence of someone witnessing the events taking place, even if the fictive world is incapable of perceiving them.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.2 Mode of narration

    The actions players do in games may instead serve a tactical or playful purpose.

    “The actions players do in games may instead serve a tactical or playful purpose.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Tavinor (2009)

      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
    § 4.3 Granularity

    Only deviations from the assumption of the basic level of description need to be specified.

    “Only deviations from the assumption of the basic level of description need to be specified (Walton, 1990).”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Walton, 1990

      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
    § 5 CONCLUSIONS

    The change from first to third person perspective is most often connected to the death of the character.

    “Most often this is connected to the death of the character”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Premisecitation
    § 4.3 Granularity

    The principle of minimal departure states that we interpret fiction as being the closest equivalent to the reality we know.

    “The principle states that we interpret fiction as being the closest equivalent to the reality we know.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Ryan (1980) source
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 5 CONCLUSIONS

    Both Mass Effect 2 and Tomb Raider use a change in perspective from the first person to the third.

    “Both Mass Effect 2 and Tomb Raider use a change in perspective from the first person to the third.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 5 CONCLUSIONS

    In kill cam, perspective is kept in first person but is moved outside the body of the character whose death is portrayed.

    “Perspective is here kept in first person, but is moved outside the body of the character whose death is portrayed.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning
    § 5 CONCLUSIONS

    Teller-characters are narrating to an audience, but reflector-characters are simply vocalizing their thoughts, possibly only to themselves.

    “Teller-characters are narrating to an audience, but reflectorcharacters are simply vocalizing their thoughts, possibly only to themselves.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    First-person shooters use the technique known as kill cam to show players how their character died.

    “Firstperson shooters use the technique known as kill cam to show players how their character died.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Narration in games usually stays safely within four walls.

    “narration usually stays safely within four walls”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Games can have different kinds of impossible narrators.

    “Games can also have different kinds of impossible narrators.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    There is a basic phenomenological level of granularity that corresponds to the human everyday experience.

    “There is a basic phenomenological level of granularity that corresponds to the human everyday experience.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationreasoning
    § 5 CONCLUSIONS

    Characters that know that they are narrating may be unreliable, coloring what the player experiences, sees or hears, or outright lying about the events of the story.

    “Characters that know that they are narrating may be unreliable, coloring what the player experiences, sees or hears, or outright lying about the events of the story.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 5 CONCLUSIONS

    Narrators can be heard through voice-over, but narration also often happens through text.

    “Narrators can be heard through voice-over, but narration also often happens through text.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Interpretationreasoning
    § 5 CONCLUSIONS

    Skyrim and Fallout: New Vegas are similar in game mechanics, but they simulate the functioning of the human body with a different amount of detail.

    “Skyrim and Fallout: New Vegas are similar in game mechanics, but they simulate the functioning of the human body with a different amount of detail.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    As a multimodal medium, games have different forms of granularity.

    “As a multimodal medium, games have different forms of granularity.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 5 CONCLUSIONS

    Video games use many forms of narration.

    “Video games use many forms of narration.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Games have both teller- and reflector-characters, characters that are aware and characters that are not aware that they are conveying a story.

    “Games have both teller- and reflector-characters, characters that are, and characters that are not aware that they are conveying a story.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationnone given
    § 5 CONCLUSIONS

    Impossible narrators can break the fourth wall, survive their own death, or otherwise break the coherence of the game world.

    “Impossible narrators can break the fourth wall, survive their own death, or otherwise break the coherence of the game world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based). May combine two claims.

    Interpretationnone given
    § 5 CONCLUSIONS

    Mass Effect 2 and Tomb Raider show parts of the introduction through a first person perspective, even though the game itself is shown through a third person perspective.

    “They show parts of the introduction through a first person perspective, even though the game itself is shown through a third person perspective.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Voice-over can be used by both teller- and reflector-characters.

    “Voice-over can be used by both teller- and reflectorcharacters.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Hit points are an enduring abstraction.

    “hit points are an enduring abstraction.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 5 CONCLUSIONS

    Kill cam shows a player the death of their character through the eyes of their killer.

    “Kill cam shows a player the death of their character through the eyes of their killer.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 5 CONCLUSIONS

    Because Fallout: New Vegas simulates hunger, thirst, need for sleep and radiation, it creates an experience of a world that is more dangerous and threatening than the world of Skyrim.

    “Because Fallout: New Vegas simulates hunger, thirst, need for sleep and radiation, it creates an experience of a world that is more dangerous and threatening than the world of Skyrim.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.

    Interpretationnone given
    § 5 CONCLUSIONS

    Deviations from the basic phenomenological level of granularity can be used to highlight something in the game or to show a distorted or weird view of the world.

    “Deviations from this level can be used to highlight something in the game or to show a distorted or weird view of the world.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing).

    Interpretationnone given
    § 5 CONCLUSIONS

    Both Skyrim and Fallout: New Vegas rely on the classic abstraction of health into hit points.

    “However, both games rely on the classic abstraction of health into hit points.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Focalizations in games still tend to follow one character.

    “Focalizations still tend to follow one character”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationreasoning
    § 5 CONCLUSIONS

    Games can use a form of unreliable narration not existing in other media by having the unreliable narration affect how the game systems work.

    “Games can use a form of unreliable narration not existing in other media by having the unreliable narration affect how the game systems work.”
    Quote in the paperNot a substantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    The change in perspective in Mass Effect 2 and Tomb Raider is done in order to make the player identify with the perspective of the main character.

    “This is done in order to make the player identify with the perspective of the main character.”
    Quote in the paperNot a substantial claim
    • Rests on an assumption: First-person perspective makes the player identify with the main character.
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given
    § 5 CONCLUSIONS

    Granularity concerns the level of detail the game presents, either in visual, textual, sound or simulation.

    “Granularity concerns the level of detail the game presents, either in visual, textual, sound or simulation.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 5 CONCLUSIONS

    Focalizing narration through a character from an outside perspective can be done by coloring what the player sees and hears with the character's experiences, for example by making the picture blurry or distorted when the character is confused.

    “This can be done by coloring what the player sees and hears with the character ' s experiences, for example by making the picture blurry or distorted when the character is confused.”
    Quote in the paperSubstantial claim
829 of 829
  • The paper relies on this without support.

    The most successful media products of our time are videogames, at least by commercial standards.

    “The most successful media products of our time are videogames, at least by commercial standards.”
  • The paper relies on this without support.

    There already exists a generation that has grown up with games as a central form of culture.

    “There already exists a generation that has grown up with games as a central form of culture.”
  • The paper relies on this without support.

    Games have become entertainment colossi rivaling cinema as a form of entertainment and have become a part of mainstream culture.

    “In addition to games becoming entertainment colossi rivaling cinema as a form of entertainment, they have also become a part of mainstream culture.”
  • The paper relies on this without support.

    Play is a universal phenomenon as prevalent in the animal kingdom as it is among humans.

    “Play is a universal phenomenon as prevalent in the animal kingdom as it is among humans.”
  • The paper relies on this without support.

    Digital games have been around for more than half a century.

    “Digital games have been around for more than half a century.”
  • The paper relies on this without support.

    Games are significantly older than digital games and are as old as culture, perhaps even older.

    “Games are significantly older. They are as old as culture, perhaps even older.”
  • The paper relies on this without support.

    The basic forms of interaction, meaning-making and interpretation in games have remained similar since the 1990s.

    “However, regarding the aspects relevant to this study, much has remained the same. The basic forms of interaction, meaning-making and interpretation have remained similar.”
  • The paper relies on this without support.

    Ludonarrative games have the cultural referents that make hermeneutic analysis conducted in this study possible.

    “Ludonarrative games have the cultural referents that make hermeneutic analysis conducted in this study possible.”
  • The paper relies on this without support.

    Drawing most examples from digital games is compatible with the study's aim of treating all games as a collection of related phenomena.

    “This study tries to acknowledge this 'digital fallacy,' (Stenros & Waern, 2011, p. 1) and sees all games as a collection of related phenomena (see Paper 2). However, most examples are still drawn from digital games.”
  • The paper relies on this without support.

    Interpretation is always necessary when texts are encountered.

    “Actually, hermeneutics argues that no such texts exist and that interpretation is always necessary when texts are encountered.”
  • The paper relies on this without support.

    Gadamer's thinking is more directly applicable to this study than Heidegger's.

    “Gadamer takes his thinking in a direction that is more directly applicable to this study.”
  • The paper relies on this without support.

    Games are played.

    “for now it is enough to note that games are played, and that playing is an important aspect of their meaning.”
  • The paper relies on this without support.

    Playing is an important aspect of games' meaning.

    “for now it is enough to note that games are played, and that playing is an important aspect of their meaning.”
  • The paper relies on this without support.

    Games can be analyzed as texts or with tools originally meant for texts.

    “This is important for the current study, which tries to do a similar act of objectification by analyzing games as texts, or at least using tools originally meant for texts.”
  • The paper relies on this without support.

    Wittgenstein is a useful thinker on issues related to definition, meaning and rules for studying games.

    “Wittgenstein happens to be a useful thinker on issues related to definition, meaning and rules.”
  • The paper relies on this without support.

    For a player, the exact rules behind a digital game's logic are not important until knowledge of how they affect performance becomes important to proceeding in the game.

    “The exact rules behind the game's logic are not important to me until knowledge of the way they affect my performance becomes important to proceeding in the game.”
  • The paper relies on this without support.

    Well-designed games are very good at communicating whether a certain tactic can be used to 'go on'.

    “Well-designed games are very good at communicating whether a certain tactic can be used to 'go on.'”
  • The paper relies on this without support.

    Computer systems are usually very vocal about any errors they encounter.

    “Computer systems are usually very vocal about any errors they encounter.”
  • The paper relies on this without support.

    The magic circle is often understood in a spatial sense as the actual playground or playfield (e.g., boxing ring, basketball court, sumo ring).

    “Often, the magic circle is understood in a spatial sense as the actual playground or playfield, a boxing ring, basketball court or a sumo ring.”
  • The paper relies on this without support.

    The magic circle is extended metaphorically to virtual playgrounds and virtual worlds.

    “It is also extended metaphorically to virtual playgrounds and virtual worlds.”
  • The paper relies on this without support.

    Understanding players is a central part of understanding play and, subsequently, understanding meaning in games.

    “Understanding players is a central part of understanding play and, subsequently, understanding meaning in games.”
  • The paper relies on this without support.

    People play games for a variety of reasons and motivations.

    “People play games for a variety of reasons and motivations.”
  • The paper relies on this without support.

    Some player typologies have become common parlance regardless of the lack of research.

    “Some typologies have become common parlance regardless of the lack of research.”
  • The paper relies on this without support.

    Studies of player typologies claim that player types are relatively stable categories.

    “However, studies of player typologies do claim that these are relatively stable categories.”
  • The paper relies on this without support.

    Another way of approaching players is to discuss them as groups by studying communities of players.

    “Another way of approaching players is to discuss them as groups by studying communities of players.”
  • The authors state this as an assumption.

    Games require players.

    “game studies seem relatively united in assuming that games require players.”
  • The paper relies on this without support.

    Games convey and express meaning in a variety of ways.

    “By now, there should not be any doubt that games convey and express meaning in a variety of ways.”
  • The paper relies on this without support.

    The exact ways games convey and express meaning are still relatively unexplored.

    “However, the exact ways they do so is still relatively unexplored.”
  • The paper relies on this without support.

    Meaning can be part of the game and work as a game mechanic.

    “It can also be part of the game, and work as a game mechanic.”
  • The paper relies on this without support.

    The player's experience of a game can be inferred from its mechanics and narrative content.

    “The rhetoric of failure shows the player how running McDonald's in an ethical manner is impossible.”
  • The paper relies on this without support.

    Games are usually made in teams.

    “Firstly, games are usually made in teams.”
  • The paper relies on this without support.

    Players enter a game with prejudices formed by their previous experiences of games and life.

    “The player enters the game with prejudices formed by their previous experiences of games and life, and then tests these prejudices against the game to see whether they hold true.”
  • The paper relies on this without support.

    Actual players are complex and contradictory beings.

    “Actual players are complex and contradictory beings, while the implied player is a more defined collection of actions and expectations.”
  • The paper relies on this without support.

    The implied player is a more defined collection of actions and expectations.

    “Actual players are complex and contradictory beings, while the implied player is a more defined collection of actions and expectations.”
  • The paper relies on this without support.

    Both Gadamer and Wittgenstein view language as inherently social.

    “Considering that both thinkers view language as inherently social, it is unlikely that such incompatibilities exist.”
  • The paper relies on this without support.

    Hermeneutics has traditionally been a theory of interpreting texts, starting with holy books and then gradually extending to all kinds of texts.

    “As discussed in the theory section of this study, hermeneutics has traditionally been a theory of interpreting texts. It started with holy books and then gradually extended to all kinds of texts.”
  • The paper relies on this without support.

    Gadamer's philosophical hermeneutics makes claims mainly about the structure of understanding in general, historical understanding in particular, and the ontology of experiencing artworks.

    “Gadamer's philosophical hermeneutics makes claims mainly about three things: the structure of understanding in general, historical understanding in particular and the ontology of experiencing artworks.”
  • The paper relies on this without support.

    Techniques from cinema and literature were not built with games in mind and may not accurately reflect what happens in games.

    “They were not built with games in mind and so may not accurately reflect what happens in games.”
  • The paper relies on this without support.

    Games will be grouped based on their features and the similarity of those features.

    “Regardless of their exact features, games will be grouped based on those features and the similarity of those features.”
  • The paper relies on this without support.

    Hermeneutics provides cohesion not available through deconstruction, and methodological tools not present in most close-reading techniques.

    “It provides cohesion not available through deconstruction, and methodological tools not present in most close-reading techniques.”
  • The paper relies on this without support.

    Game studies is a nascent field, with no strong consensus of concepts yet.

    “Because game studies is a nascent field, with no strong consensus of concepts yet, its discourses need to be interpreted with particularly versatile and sensitive methods.”
  • The paper relies on this without support.

    Heidegger's insight connecting textual interpretation to everyday understanding is correct: our daily sensemaking of perceptions, events and activities are all guided by interpretive hermeneutic principles.

    “His ground-breaking but simple insight was to connect textual interpretation to everyday understanding: our daily sensemaking of perceptions, events and activities are all likewise guided by interpretive hermeneutic principles.”
  • The paper relies on this without support.

    No two interpretations ever share the same context.

    “No two interpretations ever share the same context.”
  • The paper relies on this without support.

    The question of story functionality in 'gameness' has been declared dead by many colleagues.

    “We recognize that our interpretation takes place at a time when the question has been declared dead by many of our colleagues”
  • The paper relies on this without support.

    Story components can play important roles in games and videogames in particular.

    “Since it is rather obvious for us that story components can play important roles in games and videogames in particular”
  • The paper relies on this without support.

    Games generally require some kind of input from the player to proceed.

    “Because games generally require some kind of input from the player to proceed,”
  • The paper relies on this without support.

    There is a basic phenomenological level on which humans are aware of their surroundings even when they are not paying special attention to anything.

    “There is a basic phenomenological level on which humans are aware of their surroundings even when they are not paying special attention to anything.”
  • The paper relies on this without support.

    First-person perspective makes the player identify with the main character.

    “This is done in order to make the player identify with the perspective of the main character.”
48 of 48

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.

  • Atari's Adventure is dated 1978 and 1979

    Minor

    The history section says Atari released Adventure in 1978, but the ludography lists the Atari version under 1979.

  • Space Invaders is attributed to two companies

    Minor

    The history section attributes the 1978 arcade game to Namco, whereas the ludography attributes it to Taito Corporation.

  • El Ajedrecista is dated 1912 and 1911

    Minor

    The history section dates its manufacture to 1912 and explicitly calls 1911 incorrect, yet the ludography lists 1911.

3 of 3

Cites

Flagged first, then by citations

Research works printed but not linked: 7

  1. Abt, C. C. (1970). Serious Games (p. 200). New York, NY: The Viking Press.
  2. Austin, J. L. (1962). How to Do Things With Words: the William James Lectures Delivered at Harvard University in 1955 . (J. O. Urmson, Ed.) (p. 166). Oxford: Clarendon Press.
  3. Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research , 1 (1), 19. Retrieved from http://mud.co.uk /richard/hcds.htm
  4. Bogost, I. (2008). The Rhetoric of Video Games. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (pp. 117-139). Cambridge, MA: MIT Press. doi:10.1162/dmal.9780262693646.117 · DOI
  5. Brockmeier, J. (2009). Texts and Other Symbolic Spaces. Mind, Culture, and Activity , 8 (3), 37-41. doi:10.1207/S15327884MCA0803 · DOI
  6. Caillois, R. (1961). Man, Play, and Games (p. 208). New York: Free Press of Glencoe.
  7. Caillois, R. (2001). Man and the Sacred . (M. Barash, Trans.) (p. 192). Champaign: University of Illinois Press. (Original work published 1960)

Cited by

Sorted by citations

Authors
Arjoranta, J.
Affiliations
University of Turku (FI)
Corresponding author
Arjoranta, Jonne
Published
2018-07-30
OpenAlex
W244154515
Cited by
21
References
184
Citations by year
2026: 2 · 2025: 3 · 2024: 3 · 2023: 2 · 2021: 2 · 2020: 2 · 2019: 3 · 2018: 1 · 2017: 2 · 2016: 1
Type
posted content
Language
en
Open access
closed
Locations
  • Jyväskylä University Digital Archive (University of Jyväskylä) (submittedVersion)
  • Thesis Commons (OSF Preprints) (submittedVersion)
  • OSF Preprints (OSF Preprints) (submittedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
  • Social Sciences › Arts and Humanities › Philosophy › Hermeneutics and Narrative Identity
Keywords
hermeneutics, Hans-Georg Gadamer, hermeneutic circle, Wittgenstein, language games, game design, narrativity, player interpretation, media perspective, game mechanics

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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.

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