Playing Research: Methodological approaches to game analysis
Open accessAbstract
L'estudi de l'estètica dels jocs és una pràctica recent que abasta menys de dues dècades. A diferència de les teories de jocs en matemàtiques o ciències socials, que són molt més antigues, els jocs es van convertir en objecte d'estudi per a les humanitats només quan els videojocs i jocs d'ordinador es van tornar populars. Aquesta falta d'interès continuada pot semblar estranya, però només si considerem que els jocs tradicionals i els jocs d'ordinador són intrínsecament similars, la qual cosa no és així. Podem intentar explicar aquesta manca assenyalant que les elits estètiques i teòriques que conreen l'anàlisi d'objectes artístics dels mitjans (literatura, arts visuals, teatre, música) solen considerar els jocs com una cosa trivial i popular. Però això no explica el fet que els estudis estètics sobre jocs siguin possibles en l'actualitat, i fins i tot en alguns entorns acadèmics, s'estimulin i rebin suport amb beques. Què ha passat per provocar aquest canvi?
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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.”
From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Aarseth, 2007, p. 132
Cites
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Turing, A. M. (1937) · Proceedings of the London Mathematical Society · doi:10.1112/plms/s2-42.1.230 · Cited by 8,283 · see citing works
Eskelinen, M. (2001) · Cited by 264 · see citing works
Allegories of Space. The Question of Spatiality in Computer Games
Aarseth, E. (2001) · Jyväskylä University Digital Archive (University of Jyväskylä) · Cited by 177 · see citing works
Self-citationComputer Game Criticism: A Method for Computer Game Analysis
Konzack, L. (2002) · doi:10.26503/dl.v2002i1.17 · Cited by 110 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
Internet gaming addiction: current perspectives
Kuss, D. (2013) · Psychology Research and Behavior Management · doi:10.2147/prbm.s39476 · Cited by 498 · see citing works
Methodology, Representation, and Games
Carr, D. (2019) · Games and Culture · doi:10.1177/1555412017728641 · Cited by 76 · see citing works
A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels
Camingue, J., Melcer, E. F., & Carstensdottir, E. (2020) · International Conference on the Foundations of Digital Games · doi:10.1145/3402942.3403004 · Cited by 46 · see citing works
Double fine adventure and the double hermeneutic videogame
Karhulahti, V.-M. (2012) · Proceedings of the 4th International Conference on Fun and Games · doi:10.1145/2367616.2367619 · Cited by 28 · see citing works
Player interaction in narrative games: structure and narrative progression mechanics
Carstensdottir, E., Kleinman, E., & El-Nasr, M. S. (2019) · Proceedings of the 14th International Conference on the Foundations of Digital Games · doi:10.1145/3337722.3337730 · Cited by 27 · see citing works
Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
Aarseth, E., & Möring, S. (2020) · International Conference on the Foundations of Digital Games · doi:10.1145/3402942.3402978 · Cited by 11 · see citing works
Self-citationBasic hermeneutic approaches to interpretation of videogames
Horban, O., & Maletska, M. (2019) · Skhid · doi:10.21847/1728-9343.2019.5(163).181868 · Cited by 4 · see citing works
“This is a dynamic, real-time hermeneutics that lacks a corresponding structure in film or literature" (Aarseth, 2003).”
BackgroundCarnal Hermeneutics and the Digital Game
Martin, P. (2018) · Journal of the Philosophy of Games · doi:10.5617/jpg.2934 · Cited by 2 · see citing works
Do We Need Real-Time Hermeneutics? Structures of Meaning in Games
Arjoranta, F., & Jonne, F. (2011) · DiGRA Digital Library · doi:10.26503/dl.v2011i1.595 · Cited by 1 · see citing works
What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass
Arjoranta, J. (2016) · DiGRA Digital Library · doi:10.26503/dl.v2016i1.803
“Learning to -- 12 -- understand Orlanthi culture is as central in KoDP as learning to jump is in Super Mario Bros. (1985) or learning to shoot is in Call of Duty (2003).”
- Authors
- Aarseth, E.
- Affiliations
- University of Copenhagen (DK)
- Corresponding author
- Aarseth, Espen
- ORCID
- Aarseth, Espen
- Venue
- Artnodes
- Published
- 2007-12-01
- Volume
- 0
- Issue
- 7
- ISSN
- 1695-5951 (ISSN-L)
- OpenAlex
- W1599653993
- Semantic Scholar
- a0d1841a398d3a458a5682a47cc798d7ddccedf4
- Cited by
- 413
- References
- 4
- Citations by year
- 2026: 7 · 2025: 10 · 2024: 15 · 2023: 35 · 2022: 25 · 2021: 27 · 2020: 18 · 2019: 37 · 2018: 31 · 2017: 19 · 2016: 20 · 2015: 27 · 2014: 25 · 2013: 21 · 2012: 19
- FWCI
- 49.45
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- cc-by
- Locations
- Artnodes (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Arts and Humanities › Philosophy › Ethics, Aesthetics, and Art
- Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Visual Culture and Art Theory
- Keywords
- game aesthetics, match analysis, video games, traditional games, game studies methodology
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