Do We Need Real-Time Hermeneutics? Structures of Meaning in Games
Arjoranta, J. (2011). Do We Need Real-Time Hermeneutics? Structures of Meaning in Games. In J. Arjoranta (Ed.), Think design play: the fifth international conference of the digital research association, Hilversum, 14.-17.9.2011. DiGRA/Utrecht School of the Arts. http://www.digra.org/dl/db/11310.17396.pdf
Toimittajat
Päivämäärä
2011Oppiaine
Digitaalinen kulttuuriTekijänoikeudet
© 2011 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of
this paper is allowed, commercial use requires specific permission from the author.
Games differ from most other forms of media by being procedural and interactive. These
qualities change how games create and transmit meaning to their players. The concept of “real-time hermeneutics” (Aarseth 2003) is analysed in order to understand how temporality affects the understanding of games. Temporal frames (Zagal and Mateas 2010) are introduced as an alternative way of understanding time in games.
Julkaisija
DiGRA/Utrecht School of the ArtsKonferenssi
The fifth international conference of the digital research association, Hilversum, 14.-17.9.2011Kuuluu julkaisuun
Think design play: the fifth international conference of the digital research association, Hilversum, 14.-17.9.2011
Alkuperäislähde
http://www.digra.org/dl/db/11310.17396.pdfJulkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/20879410
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