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Modern digital games are a highly successful commercial form of entertainment, however it is only relatively recently that they have started to be taken seriously as a modern art form. A central aspect of game form is the active role held by the player, whose actions and behaviour create the gaming experience. The argument presented in this paper is that the playing of videogames is a performance act and that our understanding of this precocious dramatic form is enhanced by applying the lens offered by performance theory to more closely understand the dynamics that thrive in the dance between player and game. This paper offers a position statement that outlines some starting points for exploring the unique aspects of digital game performance.
Performance studies deals with human action in context, as well as the process of making meaning between the performers and the audience. This paper presents a framework to study videogames as a performative medium, applying terms from performance studies to videogames both as software and as games. This performance framework for videogames allows us to understand how videogames relate to other performance activities, as well as understand how they are a structured experience that can be designed. Theatrical performance is the basis of the framework, because it is the activity that has the most in common with games. Rather than explaining games in terms of ‘interactive drama,’ the parallels with theatre help usunderstand the role of players both as performers and as audience, as well as how the game design shapes the experience. The theatrical model also accounts for how videogames can have a spectatorship, and how the audience may have an effect on gameplay.
2010
Video games structure play as performance in both the virtual and the physical space. On the one hand, the player encounters game worlds as virtual stages to act upon. On the other hand, the game world stages the player and re-frames the play space. This essay sets out to suggest some of the elements that are at work in this dualism of games as performative media. The two key elements here are the mediation of the game environment and the transformation of the player through virtual puppetry. Both cases will be argued with a focus on spatiality in performance.
Acta Ludologica, 2024
The book explores digital games through the lens of theatre and performance theories. The author approaches the problematic from the perspective that digital technologies allow the building of virtual bodies not only for entertainment but to enable alternative ways of communication and self-expression. This comes from posthumanism theories where our bodies are mere extensions of objective bodies, which enables gamers to undergo embodied experiences as actors on the stage.
2021
This article examines performances produced in two Performing Gameplay workshops in 2017 and 2019. These performances are labeled as intermedial, as they were produced by using video games alongside live performers. The aim is to explore the changes frame of performance causes in players and games, as well as in performances, performers, and spectators. The article focuses on two main themes: the transformative process from gameplay to performance, and vice versa; and the significance of non-human participants in this process.
Fandom: identities and communities in a mediated world, 2007
2018
This dissertation is a multidisciplinary study on video game gameplay as an autonomous form of vernacular experience. Plays and games are traditional research subjects in folkloristics, but commercial video games have not been studied yet. For this reason, methods and concepts of the folkloristic research tradition have remained unknown in contemporary games studies. This thesis combines folkloristics, game studies and phenomenological enactive cognitive science in its investigations into playergame interaction and the video game gameplay experience at large. In this dissertation, three representative survey samples (N=2,594, N=845, N=1,053) on "Rewarding gameplay experience" are analyzed using statistical analysis methods. The samples were collected in 2014-2017 from Finnish and Danish adult populations. This dissertation also analyzes data from 32 interviews, through which the survey respondents' gameplay preferences, gaming memories, and motivations to play were further investigated. By combining statistical and qualitative data analyses, this work puts forward a mixed-methods research strategy and discusses how the findings relate to prior game research from several disciplines and schools of thought. Based on theoretical discussions, this dissertation argues that the video game gameplay experience as a cultural phenomenon consists of eight invariants in relation to which each individual gameplay experience can be interpreted: The player must demonstrate a lusory attitude (i), and a motivation to play (ii). The gameplay experience consists of explorative and coordinative practices (iii), which engender a change in the player's self-experience (iv). This change renders the gameplay experience inherently emotional (v) and performative (vi) in relation to the gameworld (vii). The gameplay experience has the dramatic structure of a prototypical narrative (viii) although a game as an object cannot be regarded a narrative in itself. As a key result of factor analytical studies and qualitative interview analyses, a novel approach to understanding player-game interaction is put forward. An original gameplay preference research tool and a player typology are introduced. This work argues, that, although video games as commercial products would not be intuitive research subjects for folkloristics, video game gameplay, player-game interaction, and the traditions in experiencing and narrating gameplay do not differ drastically from those of traditional social games. In contrast to this, all forms of gameplay are argued to be manifestations of the same vernacular phenomenon. Indeed, folkloristic research could pay more attention to how culture is experienced, modified, varied and expressed, regardless of whether the research subject is a commercial product or not.
In this paper, I argue that game studies must continue to move towards a rejection of the representationalist ontologies that restrict explorations of play. I suggest we look to Karen Barad’s agential realism as a basis for new theories. In her work reality is understood as a continuous production of performative materiality [1]. This idea resonates with the continuous, looping hardware and software actions that construct videogame worlds. While Barad’s work requires a certain understanding of elements of quantum physics, when contextualised within the sphere of digital games, we can instead focus on its implications for theories of play and action. I will focus on experiences of playing Antichamber [3] and Manifold Garden [5], reading them as active engagements with materiality, as understood by Barad, that have the potential to challenge particular ontological concepts. Ultimately, this paper furthers the idea that games can function as important philosophical tools due to their role in interactive (or ‘intra-active’) phenomena, over visual or representational qualities.
This paper is partly a response to the ongoing debate in the game world about whether games can be art, and partly an excerpt from my Ph.D. research. I aim to offer some insights in the cognitive experiences gamers have while playing - hopefully useful to both designers and scholars. I will argue that an art experience is a particular kind of cognitive experience, namely a distinctive type of imagination. The essence of an art experience is the mental representation of a signification process, a sort of mirrored representation that is also known as mimesis. I hope to demonstrate that it is a universal feature of art to mirror life, or more accurately, a deliberate view on it. And that what constitutes art is not defined by the properties of an artefact, but by our experience of it, by our mental actions. Along the same line I maintain that the boundaries between what we usually label entertainment and what art can not be as sharply defined as we generally assume. The main arguments in the aforementioned debate concern affective features, perceivable aesthetic qualities (as opposed to artistic properties), and the uniqueness of a game. I will set out explaining why most expert assumptions seem not discriminating enough to distinguish an art experience from an entertainment experience. Next I present some theoretical perspectives on both kinds of experiences, after which I will explain how they are being mixed and intertwined in everyday practice. Some gameplay examples should finally illustrate this inevitably condensed theoretical framework, drawn from my more detailed and elaborated dissertation on signification, imagination and mimesis in games .
XIV Symposium of Mexican Students and Studies “Knowledge into Solutions”, 2016
[This material was Published by the Committee of the Symposium of Mexican Students in Edinburgh, UK Edinburgh, Scotland, UK December 2016.] Addresses videogames as an ergodic audio-visual narrative medium, in which we are allowed to explore the borders between interpreters and receivers. Pointing that in the forms of narrative expression and transmission of the story, the mode of acquisition thereof greatly influences the way of use. Reaffirming there are forms of narrative that can only exists or be consumed in certain media, referring specifically to those in which it requires direct intervention and a non-trivial reader, in this case video games. Also describes video games as a narrative form, which offers an open path of the experience of "be" and "being there" through the erlebnis, the act that generate knowledge through interpretation. mexsoc(.)org(.)uk/proceedings/ All rights reserved. This work is registered with the UK Copyright Service. Registration No. 284712509. Symposium of Mexican Students and Studies. ISSN 2514-314X Copyright © 2017 Organising Committee of the Symposium of Mexican Students and Studies. Edinburgh, Scotland, UK December 2016. Romano Ponce-Díaz.
The Philosophy of Computer Games (Philosophy of Engineering and Technology)
2008
Should videogames be treated seriously? The time itself children and teenagers spend on them and the actual amount of money invested in such games by the media and entertainment industry ought to tell us something about the significance videogames have attained. Time spent by adults, as well as children, in this kind of entertainment is increasing, and the average British consumer (together with average consumers from other European countries and the US1) now spends more time playing videogames than going to the cinema or renting movies. Furthermore, the publication of numerous books, reports and complete issues of academic journals (as well as the establishment of institutions2 and conferences being held) which investigate the technological, psychological and sociological aspects of videogames underlines the fact that this kind of entertainment has become a part of our culture and that there is a growing interest in discussing this phenomenon from a broadening cultural perspective.
Video games structure play as performance in both the virtual and the physical space. On the one hand, the player encounters game worlds as virtual stages to act upon. On the other hand, the game world stages the player and re-frames the play space. This essay sets out to suggest some of the elements that are at work in this dualism of games as performative media. The two key elements here are the mediation of the game environment and the transformation of the player through virtual puppetry. Both cases will be argued with a focus on spatiality in performance.
This writing suggests that single player videogames involve a distinctive factor of reception, which may allow one to consider their player performances a form of art.
Ac tA Ac A de m i A e A rt i u m V i l n e nsis / 67 2 012 A RT A N D PL AY Art and play are two fundamental characteristics of humans. Being comparably important, the two notions are strongly interconnected -something that is not only longstanding but has also been carefully observed. Hayden Ramsay notes: "As thinkers from Aristotle onwards have noted, part of the benefit of artistic performances is the opportunity to express and explore powerful emotions and beliefs in safer and more con-This paper examines creative uses of video games. The starting point of the article is an observation of the inherent interconnection between play and art. The demise of the play element, as observed by
2019
The inclusion of game elements in non-game systems provides great potential and challenges for artistic works. In this paper we study conceptual aspects of action to understand the relationship between player and game system. We study videogames as musical instruments for a performance approach admitting that the relationship between musician and instrument is close to the relationship between player and game system, from an operational point of view. This research aims at an understanding and to explore the potential and artistic challenges that emerge from this. Two case studies were created that explore two ways of playing, or performing with games as musical instruments. These were submitted to experimentation tests with musicians and non-musicians in order to provide us with feedback on the experience of playing them and on how players related with the game system, considering these aspects for future work.
This thesis is a critical examination of videogame theory and of videogames. The analysis of various approaches to videogames, from ludology to unit operations and simulation, places each approach alongside each other to compare and contrast what is gained and lost by adhering to each perspective. Following from this, I develop a framework which considers the role of the player as part of the game system, whose attitude will influence their relationship with the videogame. Critics must acknowledge and respect the varied play practices of various kinds of players in exploring what any given videogame means. Finally, I explore three broad videogame-play experiences: ludic play, narrative or dramatic pleasure, and paidic curiosity and exploration. Each of these offer fundamentally different ways of addressing videogames as objects and the play of games as a practice, which creates a more nuanced language with which to discuss various kinds of videogames and experiences of play. Through close studies of a range of contemporary, mainstream videogames, I conclude that not only are there fundamentally different kinds of videogames which cannot all be adequately served by a single approach, but that players utilise different approaches themselves when playing. Therefore, videogame theory should become at least as varied and agile as videogame players themselves. The goal of this thesis is to explore what certain games mean, to certain players, rather than appeal to a higher, objective sense of true, universal meaning.
Religions, 2018
The question, the Fragestellung, which drives this paper is, can football video-games be analyzed from a religious perspective? We can answer positively, at least, provisionally. First, in order to demonstrate our approach, we will take into account the different conceptions on play drawn along sociological theories. Second, we will analyze Francis M. Cornford's contribution to the already forgotten but essential work by Jane Ellen Harrison, Themis: The Social Origins of the Greek Religion, in which he established an elective affinity between the origin of the Olympic Games and the annual ritual dedicated to the Daimon-God Dionysus, in which he was elected the best Kouros (Young hero-King) of the year. At the very beginning, play, ritual, and competitive games (helped by self-reflexivity as well as collective reflexivity) were united, and that constellation is still there in modern times with the creation of modern sport. Third, in modern advanced societies the football game-sport creates meaning, and succeeded throughout two main processes such as the sportification and progressive rationalization of violence. Fourth, we built an ideal type of two competing strategies, in which created a new type of hero, the sports hero, the modern celebrity. Finally, fifth, we analyze how in our digitalized societies the football videogames are a sort of play on the play of which comes out a religious transcendence associated with it, "Throughout the videogame I become myself in my idol". We explain this comparing two ideal types, the Dionysian-Messi versus the Apollonian-Ronaldo.
Journal of Gaming & Virtual Worlds, 2011
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