Summarising the 7 dimensions of an action-oriented framework for video games
This article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a p...
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Format: | Article |
Language: | English |
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Universidade Católica Portuguesa
2016-01-01
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Series: | Journal of Science and Technology of the Arts |
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Online Access: | https://revistas.ucp.pt/index.php/jsta/article/view/7261 |
Summary: | This article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic formation of networks of actors from which distinct behaviours emerge, which, in turn, promote the enactment of diverse sequences of events establishing narrative, which is a source of experience of the player. Chronology, responsiveness, thinking and actuation, transcoding, focus, depth, and traversal are the 7 dimensions we unveiled through the lens of this action-oriented framework. This work proposes that video games can be regarded as action-based artefacts and a call to awareness for game designers that when designing for action they are working with the foundations on which video games are built upon.
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ISSN: | 1646-9798 2183-0088 |