2023
DOI: 10.33134/eeja.303
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The Implied Designer of Digital Games

Abstract: As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By … Show more

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Cited by 1 publication
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“…Because of this, it does not come as a surprise to see earlier research describe games as fundamentally embodying a contest of power (Salen & Zimmerman, 2003), in which representational qualities are seen as mere instruments to engage with underlying rules (Aarseth, 2004). Recent research too highlights video games as resistant objects in constant, equal rivalry with their players (Janik, 2021), to whom the existence of an in-game problem implies the expectation to overcome it (Van de Mosselaer & Gualeni, 2020). Thorough postcolonial critiques have been levied at games in this regard (Dyer-Witheford & De Peuter, 2009; Mukherjee, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Because of this, it does not come as a surprise to see earlier research describe games as fundamentally embodying a contest of power (Salen & Zimmerman, 2003), in which representational qualities are seen as mere instruments to engage with underlying rules (Aarseth, 2004). Recent research too highlights video games as resistant objects in constant, equal rivalry with their players (Janik, 2021), to whom the existence of an in-game problem implies the expectation to overcome it (Van de Mosselaer & Gualeni, 2020). Thorough postcolonial critiques have been levied at games in this regard (Dyer-Witheford & De Peuter, 2009; Mukherjee, 2016).…”
Section: Introductionmentioning
confidence: 99%