Generic structures, generic experiences
a cognitive experientialist approach to video game analysis
pp. 159-175
Résumé
The article discusses the issue of how to categorize video games—not the medium of video games, but individual video games. As a lead in to this discussion, the article discusses video game specificity and genericity and moves on to genre theory. On the basis of this discussion, a cognitive experientialist genre framework is sketched, which incorporates both general points from genre theory and theories more specific to the video game domain. The framework is illustrated through a brief example. One virtue of the framework is that it offers a way to bridge the gap between game ontology and player experience; a brief conclusion discusses how the breadth of this gap may depend upon player biographies and also outlines how further work may proceed.
Détails de la publication
Publié dans:
Coppock Patrick John, Kirkpatrick Graeme, Leino Olli Tapio, Leirfall Anita (2014) The philosophy of computer games. Philosophy & Technology 27 (2).
Pages: 159-175
DOI: 10.1007/s13347-013-0125-8
Citation complète:
Gregersen Andreas, 2014, Generic structures, generic experiences: a cognitive experientialist approach to video game analysis. Philosophy & Technology 27 (2), The philosophy of computer games, 159-175. https://doi.org/10.1007/s13347-013-0125-8.