Extending Experiences Structure Analysis
Extending Experiences Structure Analysis
Extending Experiences
Structure, analysis and design of computer game player experience
Edited by
Olli Leino
Hanna Wirman
Amyris Fernandez
Prologue.......................................................................................................................... 7
Jan-Noël Thon
Immersion Revisited: On the Value of a Contested Concept ......................................... 29
Jussi Holopainen
Play, Games, and Fun ................................................................................................... 44
Ulf Wilhelmsson
Game Ego Presence in Video and Computer Games ..................................................... 58
Brian Jennings
WTFpwned by Chinese Gold Farmers Translating “Otherness” into Synthetic Worlds
through Culture and Language Hierarchies ................................................................... 93
Gareth Schott
Documenting Digital Life: Invoking Everyday Life Accounts from World of Warcraft... 110
Julian Kücklich
Set DeusEx.JCDentonMale bCheatsEnabled True:
Cheating as a Way to Enhance Player Experience in Deus Ex ...................................... 123
Pau Waelder
An Enhanced Duelling Artefact:
PainStation and the Role of Competition in Video Games..................................................163
Amyris Fernandez
Fun Experience with Digital Games: A Model Proposition ......................................... 181
Shaowen Bardzell
Systems of Signs and Affordances: Interaction Cues in 3D Games .............................. 191
Clara Fernández-Vara
Shaping Player Experience in Adventure Games:
History of the Adventure Game Interface.................................................................... 210
João Bernardes, Romero Tori, Ricardo Nakamura, Daniel Calife & Alexandre Tomoyose
Augmented Reality Games .......................................................................................... 228
T
he impetus for the publication of this book came from far north in
Finnish Lapland, but the collaboration leading up to the finished copy
you are holding was a learning process between three PhD students in
four countries and on two continents. Obviously, we are indebted to many.
We want to thank our home universities and thesis supervisors for offering us
the time and intellectual space to work with the book. In the beginning they
were just two, but now there are four to thank: IT University of Copenhagen,
Universidade Metodista de São Paulo, University of Lapland and University
of the West of England. Thanks to Espen Aarseth, Anker Helms Jorgensen,
Sebastão Squirra, Eija Timonen and Estella Tincknell.
As the IT University of Copenhagen was the place where we three, visiting
researchers at the time, met and started working on this book together, people
at the ITU Center for Computer Games Research are to thank. Especially
Jonas Heide Smith encouraged us by sharing his own editorial expertise.
We are grateful to our reviewers and writers, who showed significant
patience and experience throughout the process. Thanks go to Publishing
Coordinator Tuula Tervashonka from the University of Lapland Press for
helping us in many ways with her solid expertise.
This book was published with financial help from the collaborative Mediapolis
InnoMedia project carried through by three universities in the northern Finland:
Kemi-Tornio University of Applied Sciences, Rovaniemi University of Applied
Sciences and University of Lapland. The project was funded by the State Provincial
Office of Lapland, ERDF (European Regional Development Fund), Team Botnia
Inc. and the participant universities. We are very thankful to Tuomas Honka and
Harri Ryynänen from Mediapolis InnoMedia project for practical help as well as
support throughout the project.
Our aim for this book was to bring together work on the relationship
between games and their players. We also wanted to draw attention from
games to players, which again broadens our knowledge on games themselves.
Discussing player and games, the chapters of this book present a variety of
factors that influence player experience, or play experience, as lived, theo-
rised, analysed and designed.
The chapters of this book are structured into four parts, each preceded
by an introduction discussing some of the common themes shared by its
chapters. The foreword by Sam Inkinen provides insights on the current and
upcoming developments of experiences with interactive media. The first part
of the book, Experiential Structures of Play, discusses some of the key concepts
often used to address players’ experiences. Chapters in Part 2, Bordering Play,
address the forms of computer game play which somehow, either practically
or conceptually break out from the ”magic circle”. Part 3, Interfaces of Play
takes the technology involved in computer game play as the starting point for
observations. The fourth and final part, Beyond Design, consists of insights on
game design, abstracted and structured into the form of two design models.
T
oday we are living in a new reality: the reality of digital media. At the
same time, we are witnessing the emergence of a game world. How does
one relate to the other? Is the game world a reflexion of media reality, or
is it the other way around? As technological extensions of our senses, in what
manner do media reality and the game world extend our experiences?2 In what
follows I shall outline some aspects regarding these questions.3
Many expressions beginning with homo (Latin, meaning the human be-
ing) have been created over the centuries. The central terms of contemporary
discussions have been homo ludens, the ludic human, homo cyber, the human
of the technological future, homo intelligens, the human with widening knowl-
edge and awareness of ethical and educational challenges (knowledge society),
and the classical homo faber, the instrument and engineering oriented “smith.”
In addition, a post-modern contemporary perceives and experiences the in-
formation rich world in an aesthetic manner. To describe this type of person, I
shall borrow the notion introduced by the Finnish scholar Aki Järvinen: homo
aestheticus-informaticus.11
MaTrIx C: ProDuCT
Increasingly our world of experience is moulded by new media products (such
as video games). The so-called “Experience pyramid” approach also suggests
that a product (e.g. a game product) should include six elements to be expe-
riential: (1) individuality, (2) authenticity, (3) story, (4) multi-sensory percep-
tion, (5) contrast and (6) interaction.16 To cite Finnish scholars (levels 1-6):17
level 1: Individuality
The first critical element of a product is individuality. This means the product’s
own superiority and uniqueness: there is no other product which is exactly or
roughly the same. Individuality is also seen as customer-oriented way-of-action
in staging the product.
level 2: authenticity
Authenticity in the context of experience products relates to the credibility of
the product. At the simplest it refers to a real-life way-of-living and culture of
the region or items made by the locals.
level 3: Story
The story of a product is closely linked with the authenticity. A genuine story
links the experience with reality and gives the content and a social meaning
for it.
level 5: Contrast
Contrast refers to difference from the perspective of the client. The product
must be different from the customer’s everyday routines.
level 6: Interaction
Interaction represents the relation between the customer, the guide and the
other travel participants. It represents successful communication with the
product and its producers.
16 http://www.elamystuotanto.org/?deptid=21989
17 Tarssanen & Kylänen 2006: 140-146.
14 Inkinen
SyNeSTheSIa
In this context, it is justifiable to mention synesthesia as a concept related
to multimodality and cross-media thinking. Synesthesia refers to stimuli to
one sense resulting in two sensory reactions. For example, while listening to
music a person may also “see” or sense the sound as colours or images. Music
often transports feelings, moods and mental images. Because of this, music is
strongly synesthetic: music may have the attributes of hard, soft or clanking
and provoke similar visual associations.
Synesthesia has a central place in western art and culture. Our cultural and
art history is filled with examples relevant to synesthesia. For example, the
famous The Flowers of Evil anthology by poet Charles Baudelaire (1821–1867)
includes a poem related to synesthesia called “Correspondences.” A highly in-
teresting exhibition, Sons & lumières (Sound & Light) was organized in Cen-
tre Pompidou, Paris, in 2005.19 Bringing together 400 works of art, Sons &
lumières offered, “a history of the interaction between music and sound and
the visual arts.” The exhibition was organised around three major themes:
To cite the exhibition leaflet: “In his poem Correspondences, Baudelaire writes
that ‘perfumes, colours, tones answer each other.’ The twentieth century, often
18 Cf. Hess-Lüttich 1982a, 1982b, 1999.
19 Centre Pompidou, Paris, 22 September 2004 – 3 January 2005.
Quo vadis, homo ludens? 15
GeSaMTKuNSTwerK
The classic Gesamtkunstwerk approach to the experience of art elaborated on
by composer Richard Wagner (1813–1883) – the idea of a massive work of
art that combines and shakes different senses – closely resembles synesthesia,
multimodality and multi-channelling. The Russian composer Alexander
Scriabin (1872–1915), who represents Romanticism, can also be mentioned
here – especially his works at the beginning of the 20th century expressing
mysticism and ecstacy.
Two of the most notable renewers of audiovisual media culture in the 20th
century have been Russian film director Sergei Eisenstein (1898–1948) and
French film director Jean-Luc Godard (1930–) whose thinking and audiovisual
works also contain relevant elements regarding synesthesia, multimodality and
hypermediality.20 Some other relevant names of avant-gardists and innovators
include Abel Gance (1889–1981), Walther Ruttmann (1887–1941), Len Lye
(1901–1980), Oskar Fischinger (1900–1967), Kenneth Anger (1930–) and
Walt Disney (1901–1966).21
Synesthesia, multimodality and hypermediality are a relevant field, for ex-
ample, in the context of music videos, which is an organic part of today’s popu-
lar culture. It can be said that the most important feature of a music video is
the link it activates between the senses: making sound visual, and movement
and colour audible. There are several justifications for calling music videos
“imagined music.” The director and writer of a video creates powerful and
enjoyable sensory experiences – to illustrate the musical piece with old, existing
synesthetic associations and create new forms of audiovisual combinations.
20 Cf. Ylä-Kotola 1999, 2001.
21 See, for example, Manovich 2001; Inkinen 2005.
16 Inkinen
This starting point partly explains why the best and most ambitious music
videos represented the aesthetic avant-garde of the 1980s and 1990s. Syn-
esthesia explains a lot about the enjoyability of music videos and other forms
of audiovisual/multimodal media culture. It can be said that the visual pleas-
ure of music videos is not so much connected with narrativity as with making
television more musical.22
refereNCeS
Ala-Korpela, M. & Inkinen, S. & Suna, T. (2007). Kyborgin käsikirja. Havaintoja informaatiosta, ihmisestä
ja koneesta, elämästä ja älykkyydestä. Helsinki: Finn Lectura (yhteistyössä TKK:n ja EISIS:n kanssa).
Baudrillard, J. (1983). Simulations. New York: Semiotext(e).
Baudrillard, J. (1988). The Ecstasy of Communication. New York: Semiotext(e).
Bauman, Z. (1995a). Postmodern Ethics. Oxford & Cambridge, MA: Blackwell.
Bauman, Z. (1995b). Life in Fragments. Essays in Postmodern Morality. Oxford & Cambridge, MA:
Blackwell.
Bolter, J.D. & Grusin, R. (1999). Remediation. Understanding New Media. Cambridge, MA: The
MIT Press.
Carey, J. (1989). Communication as Culture. Essays on Media and Society. Boston, MA: Unwin Hyman.
Castells, M. (1996). The Rise of the Network Society. The Information Age: Economy, Society and
Culture, vol. I. Malden, MA & Oxford: Blackwell Publishers.
Debord, G. (nd.) [1967]. The Society of the Spectacle. Retrieved March 1, 2008,
from http://www.bopsecrets.org/SI/debord/index.htm.
Goodwin, A. (1993). Dancing in the Distraction Factory. Music Television And Popular Culture.
London: Routledge.
Hess-Lüttich, E.W.B. (Ed.) (1982a). Multimedial Communication. Vol. I: Semiotic Problems of its
Notation. KODIKAS/CODE Supplement 8. Tübingen: Gunter Narr.
Hess-Lüttich, E.W.B. (Ed.) (1982b). Multimedial Communication. Vol. II: Theatre Semiotics. KODI-
KAS/CODE Supplement 8. Tübingen: Gunter Narr.
Hess-Lüttich, E.W.B. (1999). Towards a Narratology of Holistic Texts. The Textual Theory of Hyper-
text. In: Inkinen, Sam (Ed.): Mediapolis. Aspects of Texts, Hypertexts and Multimedial Communication,
3-20. Berlin & New York: Walter de Gruyter.
Joao Luiz Bernardes Jr. graduated as an engineer in 1998 and after a brief
stint working for a couple of engineering companies, returned to academic
life and obtained his master’s degree, also in engineering, in 2004. Already
as an undergraduate, since 1995, he has worked and done research involving
computer programming. In his masters he specialized in the field of Com-
puter Graphics, focusing on Scientific Visualization and Virtual Reality. His
research has also been directed to the technologies and techniques involved in
electronic games, an area in which he has done research and published since
2002. Currently he works as a professor and on his Doctor’s thesis about the
use of computer vision and hand gestures as an interface for augmented envi-
ronments, especially games. His fields of research include Computer Graphics,
Electronic Games, Gesture Recognition, and Virtual and Augmented Reality.
Daniel Calife is a M.A. Student at University of São Paulo (USP) and works
as a Researcher at Interactive Technologies Laboratory (Interlab) researching
Augmented Reality Games. He graduated in Computer Science at University
Cruzeiro do Sul. His fields of interest include Computer Games and Digital
Entertainment, Computer Graphics, Virtual Reality, Augmented Reality, and
Human-Computer Interface.
Tomi Kujanpää (M.Sc.) is a Senior Lecturer at the Game Design and Re-
search Unit, LudoCraft in the Department of Information Processing Science
at the University of Oulu. He is a computer game character designer, teacher,
and researcher. His current research interests include networked multi-player
games, game characters, and 3D models in computer games. The working
title of his Ph.D. research is “Characters as Game Design Elements”. In the
research he is studying issues related to game character design in the context
of multi-player role-playing games.
Julian Kücklich is a Ph.D. Student at the Centre for Media Research at the
University of Ulster, Coleraine. In his dissertation, he is focusing on modes of
unorthodox play in digital games. He did his MA thesis on digital games and
has published a number of articles on the aesthetics and culture of gaming. He
is also the co-editor of the fibreculture special issue on “Gaming Networks”.
ing the development of Interlab3D and enJine projects at Interlab. His fields
of interest include Computer Games and Digital Entertainment, Computer
Graphics, Virtual Reality, Computer use in Education, and Human-Compu-
ter Interface.
w
ithout the player, games would be static and lifeless. A game cannot
be understood in its wholeness without acknowledging the exist-
ence of the player. For many purposes, such as understanding the
rules or semiotic structures of a game, it may be enough to see players as
reduced to the consequences of their choices. Making sense of their experi-
ences, however, requires that one sees the player as a living, embodied and
situated entity, driven by all sorts of concerns that affect how her experience
unfolds.
In discussions regarding game design, the player’s experience is some-
times seen as something that can be pinned down rather precisely and be
defined as a design goal. These debates, often shot through with notions of
fun and enjoyment, sometimes mention the concept of “flow,” coined by
Csikszentmihalyi (1991), as a state of optimal experience where one faces
a challenge seen as neither too easy nor too hard. To facilitate such experi-
ences, designers have put notable effort into balancing the difficulty levels
of games and ensuring that the player can encounter the kind of challenges
she prefers. These attempts are supported by studies which aim to find out if
there are groups of players who share similar motivations for playing (see e.g.
Bartle, 1996). Game developers’ concerns regarding the player’s experience
also include emotions, which by all means are integral to any experience, and
how to usher the player’s experience of the game into the emotional direc-
tion desired by the designers. Attempts, such as Lazzaro (2004) and Freeman
(2004), exist to provide guidelines on how to elicit certain kinds of emotions
in the players.
Apart from being taken as a design goal, the player’s experience can be
seen as an ongoing process coloured with primarily subjective qualities. For
Apter (1991), what is played seems less important than play as a means of
relating oneself to the surrounding world, as an activity characterised by “vol-
untariness” and feelings of security. However, human experience is always an
experience of something, whether an object, event, or state of affairs residing
in one’s mind, in reality, or somewhere in between. When it comes to the
experience of a computer game player, it seems fair to assume that the game
has a noteworthy role in the constitution of the extra-mental part of the
player’s experience.
Introduction to Part one: experiential Structures of Play 27
capabilities and the game environment. Using the Game Ego as a vehicle,
Wilhelmsson draws comparisons between games and narratives.
In the final chapter of Part 1, Laura Vallius, Tomi Kujanpää and Tony
Manninen present a dual exposure of roles afforded by multiplayer games and
players’ motivations for playing. In their view, play is about experiencing a
role, seen as a set of behavioural rules for player experience, and the game is
the provider of roles for the player. With Yee’s model of player motivations,
they identify roles provided by two experimental multiplayer games. Overrid-
ing any designer’s intent and game’s guidance, the player’s motivation defines
the role she takes.
refereNCeS
Apter, M.J. (1991). “A Structural Phenomenology of Play” in M.J. Apter & J.H. Kerr (Eds.): Adult Play.
A Reversal Theory Approach, 13-29. Amsterdam/Lisse: Swets & Zeitlinger.
Bartle, R. (1996). “Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds” In Journal of MUD
Research, 1(1). Retrieved 17 October, 2007, from http://www.mud.co.uk/richard/hcds.htm
Huizinga, J. (1955). Homo Ludens. A Study of the Play Element in Culture. Boston: Beacon Press.
Csikszentmihalyi, M. (1991). Flow. The Psychology of Optimal Experience. NY: HarperPerennial.
Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion in the Player Experiences. Paper
presented at Game Developers’ Conference 2004.
Freeman, D. (2004). Creating Emotion in Games. Berkeley: New Riders Publishing.
Rodriguez, H. (2006). “The Playful and the Serious: An approximation to Huizinga’s Homo Ludens”.
Game Studies, 6(1). Retrieved 17 October, 2007, from http://www.gamestudies.org/0601/articles/rodriges
Jan-Noël Thon
Immersion revisited:
on the value of a Contested Concept
I
n the last few years, academic interest in computer games has been rapidly
increasing, leading to what Juul describes as “a state of productive chaos”
(Juul, 2006, n.p.). On the one hand, the fact that computer games are
researched from a wide variety of different perspectives within various dis-
ciplines leads to a somewhat ‘chaotic’ situation with sometimes downright
polemic discussions of methodological and epistemological questions. On the
other hand, the chaos is productive, as not only the fact that computer game
studies have become “an area with its own set of conferences, associations and
journals” (Juul, 2006, n.p.), but also the relatively large number of recently
published essay collections and handbooks contributing to the academic study
of computer games illustrate (e.g., Neitzel, Bopp, & Nohr, 2004; Raessens
& Goldstein, 2005; Vorderer & Bryant, 2006; Wardrip-Fruin & Harrigan,
2004; Wolf & Perron, 2003). One of the main reasons for this increasing aca-
demic interest in computer games is their commercial success and their socio-
cultural influence. Although still a relatively new phenomenon, they have be-
come a central part of contemporary popular culture (e.g., Herz, 1997; Poole,
2004). Computer games obviously have a fascinating effect on a large number
of players (and an increasing number of researchers) worldwide.
In fact, research on computer games is focusing more and more on the
player’s experience and there are various different terms and theories that at-
tempt an explanation. One possibility of describing and maybe even explain-
ing significant parts of the experience of playing a computer game is offered by
the concept of immersion, which has been applied to computer games (as well
as other media) by scholars such as Murray (1997), Ryan (2001), McMahan
(2003) or Ermi and Mäyrä (2005) and is also commonly used in computer
game design theory (e.g., Rollings & Adams, 2003; Rouse, 2005). However,
the concept is not uncontested and the questions of what immersion is and
if it is at all sensible to talk of immersion with regard to computer games
are not answered uniformly in the emerging field of computer game studies.
Immersion has indeed “become an excessively vague, all-inclusive concept”
(McMahan, 2003, p. 67), which needs careful re-examination in order to be
useful for the analysis of games, players and the playing experience. Building
on previous conceptions of immersion as well as on works from cognitive sci-
ence and computer game studies, the present chapter attempts to develop a
30 Thon
for developing of a set of aesthetic criteria for analyzing 3-D video game de-
sign” (McMahan, 2003, p. 68). According to IJsselsteijn and Riva, presence
can be defined as “the feeling of ‘being there’” (IJsselsteijn & Riva, 2003, p. 5),
i.e. the experience of being present in the three-dimensional environment that
is created by a virtual reality application or a computer game. The similarity to
Murray’s description of immersion is obvious (including the problematic use
of the metaphor of transportation), and McMahan is not alone in claiming
that the two concepts are often used interchangeably (e.g., Ermi & Mäyrä,
2005; McMahan, 2003, p. 70). Nevertheless, it has to be stressed that within
the context of presence research, the term ‘immersion’ mainly refers to “the
degree to which a virtual environment submerges the perceptual system of the
user” (Biocca & Delaney, 1995, p. 57).
The concept of presence is now commonly applied to computer games
(Tamborini & Skalski, 2006), and it would be possible to use the term ‘pres-
ence’ when referring to the player experience and the term ‘immersion’ when
referring to the question to what extent the presentation “takes over [...] our
whole perceptual apparatus” (Murray, 1997, p. 98). However, since the pur-
pose of this chapter is the re-examination and more precise definition of the
concept of immersion as it is used within computer game studies (as opposed
to how it is used within presence research), we will instead distinguish be-
tween perceptual and psychological immersion (Lombard & Ditton, 1997;
McMahan, 2003, p. 77f ). According to McMahan, perceptual immersion “is
accomplished by blocking as many of the senses as possible to the outside
world” (2003, p. 77). In contrast, it has become clear from the above that psy-
chological immersion in computer games is largely independent from percep-
tual immersion (although it is obviously not independent from perception)
and can be described in terms of a shift of attention from the real environment
to certain parts of the game and the construction of a mental representation
of the latter.
[i]n the process of developing presence, a mental model of the virtual three-di-
mensional space is constructed, consisting of the possible actions in this space
(Schubert & Regenbrecht, 2001, p. 4).
Immersion revisited: on the value of a Contested Concept 33
[l]arge screens close to the player’s face and powerful sounds easily overpower
the sensory information coming from the real world, and the player becomes
entirely focused on the game world and its stimuli (Ermi & Mäyrä, 2005,
n.p.).
immersion in computer games exists that entails all four of them. In the fol-
lowing, we will briefly discuss how the different kinds of immersion can be
understood in terms of the computer game player’s shift of attention to the
different levels of computer game structure and the construction of different
kinds of situation models that represent certain parts of this structure. While
we are using concepts from cognitive psychology, our approach is still mainly
theoretical (i.e. the aim of this chapter is to propose a model that allows for a
description of different kinds of immersion and not to empirically verify the
proposed model). Furthermore, it has to be emphasized that the fascinating
experience of playing a computer game results from the combination of the
four kinds of immersion that are examined separately in this chapter. There-
fore, the relationship between them will have to be at least touched upon.
Spatial Immersion
Many contemporary computer games are set in complex fictional worlds (e.g.,
Juul, 2005; Thon, 2007). With regard to the spatial structure of these games,
one can distinguish between the whole space of the fictional world and those
spaces that the player can interact with through his or her avatar (or through
the interface in games not using an avatar). Juul draws a similar distinction
between “world space” and “game space” (Juul, 2005, pp. 164-167), which we
will use in the following. With regard to computer games, spatial immersion
can be described in terms of the player’s shift of attention from his or her real
environment to the game spaces (not including these parts of the world space
that are presented narratively). Furthermore, it refers to the construction of a
model of the “gaming situation” (Eskelinen, 2001) in the process of playing,
which will entail at least those parts of the game space that are relevant for
the player’s actions (see also the large body of research on spatial presence,
e.g., Schubert & Regenbrecht, 2001; Tamborini & Skalski, 2006; Wirth et
al., 2006).
In many contemporary computer games, game spaces are three-dimen-
sional environments in which the player can more or less freely move the ava-
tar as well as the point from which the space is presented. Such game spaces
can, for example, be found in first-person shooter games such as Halo (2003),
in which they are presented from the position of the avatar. Rouse (1999)
is not alone in claiming that such a presentation of the game space leads
to the player being “drawn into the game” (Rouse, 1999, n.p.). Apart from
the problematic use of the metaphor of transportation, it may be noted that
games such as World of Warcraft (2004) present the game space from a posi-
tion above and behind the avatar without thereby preventing the player from
experiencing spatial immersion. In fact, World of Warcraft allows the player
to change the default perspective so that the position from which the game
space is presented coincides with the avatar’s position once more. Although
most players of World of Warcraft still use the default perspective (or zoom out
even more), the tendency of contemporary computer games to allow their
players to change the perspective seems to further confirm the assumption
36 Thon
ludic Immersion
The situation model that the player constructs in the process of playing will
contain not only information about the dimensions of the game space and
the positions of the various objects within it, but also information about the
possibilities for interaction. The freedom of action that computer games of-
ten suggest is restricted not only by the spatial borders of the game space
but also by the rules of the game that form its ludic structure (Thon, 2006;
Thon, 2007). It is equally true for single- as well as for multiplayer first-per-
son shooter games that the possible movements of the avatar are determined
by the game rules. Running, jumping, and crouching as well as picking up
and using a wide variety of weapons are essential abilities of the avatar in a
first-person shooter like Halo. Similarly, the avatar in a MMORPG like World
of Warcraft may have certain abilities that go beyond the basic movements,
including fighting skills with melee as well as ranged weapons and a variety of
magic skills, ranging from deadly fireballs to powerful healing. Although ‘in-
teraction’ is yet another vague and all-inclusive term (e.g. Manninen, 2001),
we use it in the following mainly to refer to the player’s actions that result
in actions of the avatar and/or a change of state of the various objects in the
game space.
Ludic immersion can be described in terms of a shift of the player’s atten-
tion to the interaction with the game and the construction of a situation mod-
el that contains not only the relevant elements of the game space, but also the
possibilities for action within it. While both the spatial and ludic structure of
a computer game will be at least partly represented in the model of the gam-
ing situation that the player constructs in the process of playing, spatial and
ludic immersion differ significantly with regard to which parts of the game
attention is shifted to. However, it has to be emphasized that spatial and ludic
immersion are closely connected and will often occur at the same time. Spatial
Immersion revisited: on the value of a Contested Concept 37
[w]hen all a person’s relevant skills are needed to cope with the challenges of a
situation, that person’s attention is completely absorbed by the activity (Csik-
szentmihalyi, 1990, p. 53).
This is precisely what happens when the player of a computer game expe-
riences ludic immersion. Attention is shifted mainly to those elements (i.e.
objects, events, and actions) in the game spaces that are relevant with regard
to the challenging activity of playing the game as well as to the activity itself.
While the kind of immersion that a player experiences will vary depending on
the player, the game, and the specific part of the game, it can still be assumed
that most players will experience both spatial and ludic immersion while play-
ing. However, these are not the only kinds of immersion that player’s may
experience.
Narrative Immersion
Many contemporary computer games use a variety of narrative techniques
such as cut-scenes or predetermined sequences of events within the game
spaces to convey stories that are relatively complex at least compared to earlier
games. While the present chapter cannot discuss the complicated question of
narrativity in computer games in any detail (e.g. Eskelinen, 2004; Jenkins,
2004; Neitzel, 2005; Ryan, 2006; Thon, 2007), it may at least be noted that
one can distinguish between two kinds of events in computer games, namely
narrative and ludic events. Narrative events are determined before the game
is played and are presented using the various narrative techniques already
mentioned. Ludic events are presentations of events that are determined at
the moment of their presentation. The mode in which the latter are presented
is that of simulation, not that of narration (e.g., Aarseth, 2004; Frasca, 2003;
Ryan, 2006, pp. 181-203; Thon, 2006b; Thon, 2007).
What we propose to call narrative immersion refers to the player’s shift of
attention to the unfolding of the story of the game and the characters therein
as well as to the construction of a situation model representing not only the
various characters and narrative events, but also the fictional game world as a
3 Thon
whole (e.g., Ermi & Mäyrä, 2005; Juul, 2005; Ryan, 2001). Its construction
will probably not differ too much from the construction of a situation model
by the spectator of a narrative film, since spectators and players alike are trying
to “reconstruct the story from the discourse” (Hogan, 2003, p. 116). Howev-
er, it has to be emphasized that the narrative situation model entails not only
narrative events, but also certain ludic events (as far as they are relevant for the
game’s story) and a representation of certain parts of the various game spaces.
Nevertheless, it can be assumed that in many games the narrative situation
model is constructed relatively independently from the model of the gaming
situation. As Ryan has rightly observed, there are large passages of time in
most contemporary games where “the narrative design is not the focus of the
player’s attention” (Ryan, 2006, p. 196).
However, when players shift their attention to the narrative structure of the
game, they will experience narrative immersion. Ryan (2001, p. 140ff) distin-
guishes between temporal and emotional immersion. Temporal immersion
refers to the experience of suspense, i.e. the shift of attention to the unfolding
of the story. Emotional immersion refers to the experience of empathy, i.e. the
shift of attention to the fate of certain characters in a story. While the story of
Halo is not exactly a masterpiece of contemporary storytelling, there may well
be more than one player who has played through the singleplayer mode main-
ly to find out about its ending. This “desire for the knowledge that awaits her
at the end of narrative time” (Ryan, 2001, p. 140) plays a central role in the
player’s experience of narrative immersion. Genuine empathy with computer
game characters is less common (e.g., Neitzel, 2004; Schirra & Carl-McGrath,
2002), but it can contribute to the experience of narrative immersion as well.
It may also be noted that the perception of characters in computer games is
sometimes connected to what we propose to call social immersion.
Social Immersion
In the multiplayer modes of first-person shooter games, there is no narrative
framework that guides the player’s actions. Instead,
a social environment [is] formed at the intersection of the text of the game, the
specific rules of whichever game modification the server may be running and
the presence of other human participants, who may communicate with each
other during the game by typing (Morris, 2002, p. 84).
The game spaces function as arenas, in which the players let their respective
avatars fight against each other in a variety of different game modes. Narra-
tive elements are substituted by communication and social interaction of the
players with each other. In MMORPGs such as World of Warcraft, commu-
nication and social interaction of the players with each other take place in a
rich fictional world and are combined with a non-linear narrative structure. In
these games, communication and social interaction may additionally intensify
players’ experience of narrative immersion.
Immersion revisited: on the value of a Contested Concept 39
While it is beyond the scope of this chapter to discuss the complex social
structure and social context of first-person shooter games and MMORPGs in
detail (e.g., Axelsson & Regan, 2006; Morris, 2004; Smith & Sicart, 2004;
Thon, 2006), it can nevertheless be assumed that both genres allow their play-
ers to experience social immersion, which can (once more) be described in
terms of a shift of attention to the other players as social actors and the rela-
tionship between them, and the construction of a situation model of the social
space that is constituted through the communication and social interaction
between the players. It also has to be noted that a very similar concept, name-
ly that of social presence, has been developed within presence research (e.g.
Biocca, Harms, & Burgoon, 2003; Tamborini & Skalski, 2006). This research
also extensively discusses the relation between the structural properties of me-
dia and the social presence that they lead to, i.e. “how changes in properties of
media interfaces affect social presence” (Tamborini & Skalski, 2006, p. 231).
While it seems likely that a model of the social situation is, again, con-
structed relatively independently from the gaming situation model and the
narrative situation model, it is also obvious that these models are partly con-
nected to each other just as the kinds of immersion distinguished in this chap-
ter tend to converge in the actual playing experience. It has already been men-
tioned that the player-controlled avatars can, to a certain extent, be perceived
not only as social actors but also as narrative agents. Here, a strong sense of
social immersion may lead to a more intense experience of narrative immer-
sion (and vice versa, as the phenomenon of parasocial interaction suggests
(Hartmann, Klimmt, & Vorderer 2001)). Furthermore, communication and
interaction play a central role with regard to the ludic structure of multiplayer
games in that they make cooperative action possible (Thon, 2006), and a
strong sense of social immersion may lead to a more intense experience of
ludic immersion through the introduction of social competition (Vorderer,
Hartman, & Klimmt, 2006). While this chapter cannot discuss the influence
that the different kinds of immersion have on each other in more detail, it
hopefully has become clear that this question is of central importance and
should be further addressed by future research.
CoNCluSIoN
The conceptualisation of immersion as a multidimensional experience pro-
posed in this chapter means that the term entails far more than perceptual im-
mersion. While an understanding of the concept as referring to various forms
of psychological immersion is relatively common within computer game stud-
ies, it makes a clear distinction between the different kinds of immersion nec-
essary if one wants to avoid ending up with “an excessively vague, all-inclusive
concept” (McMahan, 2003, p. 67). We have proposed to distinguish between
spatial, ludic, narrative and social immersion in this chapter, briefly describing
each kind of immersion in terms of the player’s shift of attention and con-
struction of situation models. However, it has also become clear that there are
various other ways in which these kinds of experience could be described.
40 Thon
Spatial immersion, i.e. the shift of the player’s attention to and his or her
construction of a situation model of the game spaces, is very similar to the
concept of spatial presence. Ludic immersion as the shift of the player’s atten-
tion to the interaction with the game occurs when the abilities of the player
and the level of challenge of the game are balanced and could also be described
using the concept of flow. Narrative immersion as the shift of the player’s at-
tention to the future development of the story and the characters in it could
also be described using terms such as ‘suspense’ and ‘empathy’. Finally, social
immersion as the shift of the player’s attention to and his or her construction
of a situation model of the social space is very similar to the concept of so-
cial presence. It would clearly be possible to reserve the term ‘immersion’ for
perceptual immersion and describe what we have discussed as dimensions of
psychological immersion using different terminology.
However, it has again to be emphasized that in computer game studies, the
term ‘immersion’ is often used in a way that includes more than just percep-
tual immersion. In this situation, a distinction of different kinds of immersion
seems necessary for reasons of terminological clarity, if nothing else. Another
advantage of our approach is that it highlights the similarities and connections
between phenomena that otherwise would be (and indeed often are) treated
separately. The proposed model certainly lacks empirical proof and there is
also much left to do both with regard to the relationship between computer
game structure and the experience of different kinds of immersion as well
as with regard to the various interrelations between the latter. Nonetheless,
it seems that the distinction between its spatial, ludic, narrative and social
dimensions allows for an appropriate description of the player experience that
builds on the much-contested concept of immersion.
aCKNowleDGeMeNTS
The author would like to thank Klaus Bartels and Stephan Selle for the ever
interesting discussions, Jens Eder and Jörg Schönert for various valuable com-
ments on earlier versions of this chapter as well as Annette Mills and Len Mills
for carefully correcting my English.
Immersion revisited: on the value of a Contested Concept 41
refereNCeS
Aarseth, E. (1997). Cybertext. Perspectives on Ergodic Literature. Baltimore, MD: Johns Hopkins.
Aarseth, E. (2004). Genre Trouble: Narrativism and the Art of Simulation. In N. Wardrip-Fruin & P.
Harrigan (Eds.): FirstPerson. New Media as Story, Performance, and Game, 45-55. Cambridge, MA:
MIT Press.
Allport, A. (1986). Selection for Action: Some Behaviorial and Neurophysiological Considerations of
Attention and Action. In H. Heuer & A. F. Sanders (Eds.): Perspectives on Perception and Action, 395-
419. Hillsdale, NJ: Erlbaum.
Axelsson, A.-S. & Regan, T. (2006). Playing Online. In P. Vorderer & J. Bryant (Eds.): Playing Video
Games. Motives, Responses, and Consequences, 291-306. Mahwah, NJ: Erlbaum.
Biocca, F., & Delaney, B. (1995). Immersive Virtual Reality Technology. In F. Biocca & M. R. Levy
(Eds.): Communication in the Age of Virtual Reality, 57-124. Hillsdale, NJ: Erlbaum.
Biocca, F., Harms, C. & Burgoon, J. K. (2003). Toward a More Robust Theory and Measure of Social
Presence: Review and Suggested Criteria. Presence, 12(5), 456-480.
Csikszentmihalyi, M. (1990). Flow. The Psychology of Optimal Experience. New York, NY: Harper & Row.
Doležel, L. (1998). Heterocosmica. Fiction and Possible Worlds. Baltimore, MD: Johns Hopkins.
Ermi, L. & Mäyrä, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Im-
mersion. In Proceedings of Digra 2005: Changing Views – Worlds in Play. Retrieved September 1, 2006
from http://www.gamesconference.org/digra2005/viewpaper.php?id=267&print=1.
Eskelinen, M. (2001). The Gaming Situation. Game Studies, 1(1), Retrieved September 1, 2006, from
http://www.gamestudies.org/0101/eskelinen.
Eskelinen, M. (2004). Towards Computer Game Studies. In N. Wardrip-Fruin & P. Harrigan (Eds.):
FirstPerson. New Media as Story, Performance, and Game, 36-44. Cambridge, MA: MIT Press.
Frasca, G. (2003). Simulation versus Narrative. Introduction to Ludology. In M. J. P. Wolf & B. Perron
(Eds.): The Video Game Theory Reader, 221-235. New York, NY: Routledge.
Garnham, A. (1997). Representing Information in Mental Models. In M. A. Conway (Ed.): Cognitive
Models of Memory, 149-172. Cambridge, MA: MIT Press.
Hartmann, T., Klimmt, C. & Vorderer, P. (2001). Avatare. Parasoziale Beziehungen zu virtuellen
Akteuren. (Avatars. Parasocial Relationships with Virtual Agents.) Medien- und Kommunikationswissen-
schaft (Media and Communication Studies), 49(4), 480-497.
Herz, J. C. (1997). Joystick Nation. How Videogames Ate Our Quarters, Won Our Hearts, and Rewired
Our Minds. Boston, MA: Little, Brown & Company.
Hogan, P. C. (2003). Cognitive Science, Literature, and the Arts. New York, NY: Routledge.
Ijsselsteijn, W. & Riva, G. (2003). Being There: The Experience of Presence in Mediated Environments.
In G. Riva, F. Davide, & W. Ijsselsteijn (Eds.): Being There. Concepts, Effects and Measurements of Pres-
ence in Synthetic Environments, 3-16. Amsterdam: IOS Press.
Järvinen, A., Heliö, S., & Mäyrä, F. (2002). Communication and Community in Digital Entertain-
ment Services. Prestudy Research Report. Tampere: University of Tampere. Retrieved September 1, 2006
from http://tampub.uta.fi/tup/951-44-5432-4.pdf.
Jenkins, H. (2004). Game Design as Narrative Architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.):
FirstPerson. New Media as Story, Performance, and Game, 118-130. Cambridge, MA: MIT Press.
Johnson-Laird, P. N. (1983). Mental Models. Towards a Cognitive Science of Language, Inference, and
Consciousness. Cambridge: Cambridge UP.
Juul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge, MA:
MIT Press.
Juul, J. (2006). Where the Action Is. Game Studies, 5(1), Retrieved September 1, 2006 from
http://www.gamestudies.org/0501/editorial/.
Lombard, M. & Ditton, T. (1997). At the Heart of It All: The Concept of Presence. JCMC, 3(2).
Retrieved September 1, 2006 from http://jcmc.indiana.edu/vol3/issue2/lombard.html.
42 Thon
Manninen, T. (2001). Rich Interaction in the Context of Networked Virtual Environments: Experiences
Gained from the Multi-Player Games Domain. In A. Blanford, J. Vanderdonckt, & P. Gray (Eds.):
People and Computers XV: Interaction without Frontiers: Joint Proceedings of HCI 2001 and IHM
2001, 383-398. London: Springer-Verlag.
McMahan, A. (2003). Immersion, Engagement, and Presence. A Method for Analyzing 3-D Video
Games. In M. J. P. Wolf & B. Perron (Eds.): The Video Game Theory Reader, 67-86. New York, NY:
Routledge.
Morris, S. (2002). First-Person Shooters. A Game Apparatus. In G. King & T. Krzywinska (Eds.):
ScreenPlay: Cinema/Videogames/Interfaces, 81-97. London: Wallflower Press.
Morris, S. (2004). Shoot First, Ask Questions Later: Ethnographic Research in an Online Computer
Gaming Community. Media International Australia, (110), 31-41.
Murray, J. (1997). Hamlet on the Holodeck. The Future of Narrative in Cyberspace. New York, NY:
The Free Press.
Neitzel, B. (2004). Wer bin ich? Thesen zur Avatar-Spieler Bindung. (Who am I? Theses on the Relation
between Avatar and Player.) In B. Neitzel, M. Bopp, & R. F. Nohr (Eds.): “See? I’m Real...” Multidiszi-
plinäre Zugänge zum Computerspiel am Beispiel von ‘Silent Hill’ (“See? I’m Real...” Multi-Disciplinary
Approaches to the Computer Game Using the Example of ‘Silent Hill’), 193-212. Münster: LIT.
Neitzel, B. (2005). Narrativity in Computer Games. In J. Raessens & J. Goldstein (Eds.): Handbook of
Computer Game Studies, 227-245. Cambridge, MA: MIT Press.
Neitzel, B., Bopp, M. & Nohr, R. F. (Eds.) (2004). “See? I’m Real...” Multidisziplinäre Zugänge zum
Computerspiel am Beispiel von ‘Silent Hill’. (“See? I’m Real...” Multi-Disciplinary Approaches to the
Computer Game Using the Example of ‚ ‘Silent Hill’.) Münster: LIT.
Norman, D. A. & Shallice, T. (1986). Attention to Action. Willed and Automatic Control of Behav-
iour. In R. Davidson, G. Schwartz, & D. Shapiro (Eds.): Consciousness and Self Regulation. Advances in
Research and Theory, 1-18. New York, NY: Plenum Press.
Pashler, H. & Johnston, J. C. (1998). Attentional Limitations in Dual-Task Performance. In H. Pashler
(Ed.): Attention, 155-190. Hove: Psychology Press.
Pavel, T. (1986). Fictional Worlds. Cambridge, MA: Harvard University Press.
Poole, S. (2004). Trigger Happy. New York, NY: Arcade Publishing.
Posner, M. I. (1980). Orienting of Attention. Quarterly Journal of Experimental Psychology, 32, 3-25.
Raessens, J. & Goldstein, J. (Eds.) (2005). Handbook of Computer Game Studies. Cambridge, MA:
MIT Press.
Rollings, A. & Adams, E. (2003). Andrew Rollings and Ernest Adams on Game Design. Berkeley, CA:
New Riders.
Rouse, R. (1999). What’s Your Perspective? Computer Graphics, 33(3). Retrieved September 1, 2006
from http://www.paranoidproductions.com/gamingandgraphics/fifth.html.
Rouse, R. (2005). Game Design. Theory & Practice. Plano: Wordware.
Ryan, M.-L. (2001). Narrative as Virtual Reality. Immersion and Interactivity in Literature and Elec-
tronic Media. Baltimore, MD: Johns Hopkins.
Ryan, M.-L. (2006). Avatars of Story. Minneapolis, MN: University of Minnesota Press.
Salen, K., & Zimmerman, E. (2004). Rules of Play. Game Design Fundamentals. Cambridge, MA: MIT
Press.
Schirra, J. R. J. & Carl-McGrath, S. (2002). Identifikationsformen in Computerspiel und Spielfilm.
(Forms of Identification in Computer Games and Film.) In M. Strübel (Ed.): Film und Krieg. Die
Inszenierung von Politik zwischen Apologetik und Apokalypse (Film and War. The Staging of Politics
between Apologetic and Apocalypse), 149-163. Opladen: Leske+Budrich.
Schubert, T. & Regenbrecht, H. (2001). Embodied Presence in Virtual Environments. Presence:
Teleoperators and Virtual Environments, (10), 266-281.
Smith, J. H. & Sicart, M. (Eds.) (2004). Proceedings of the Other Players Conference, IT University of
Copenhangen, December 6-8 2004. Copenhagen: IT University of Copenhagen.
Immersion revisited: on the value of a Contested Concept 43
Sweetser, P. & Wyeth, P. (2005). GameFlow. A Model for Evaluating Player Enjoyment in Games.
ACM Computers in Entertainment, 3(3). Retrieved September 1, 2006
from http://www.itee.uq.edu.au/~penny/_papers/Sweetser-CIE.pdf.
Tamborini, R., & Skalski, P. (2006). The Role of Presence in the Experience of Electronic Games. In P.
Vorderer & J. Bryant (Eds.): Playing Video Games. Motives, Responses, and Consequences, 225-240.
Mahwah, NJ: Erlbaum.
Thon, J.-N. (2006). Communication and Interaction in Multiplayer First-Person-Shooter Games. In
G. Riva, M. T. Anguera, B. K. Wiederhold, & F. Mantovani (Eds.): From Communication to Presence.
Cognition, Emotions and Culture towards the Ultimate Communicative Experience. Festschrift in honor
of Luigi Anolli, 239-261. Amsterdam: IOS Press.
Thon, J.-N. (2006a). Immersion revisited. Varianten von Immersion im Computerspiel des 21. Jahrhun-
derts. (Immersion Revisited. Variations of Immersion in the Computer Game of the 21th Century.) In
C. Hißnauer & A. Jahn-Sudmann (Eds.): medien – zeit – zeichen. Beiträge des 19. Film- und Fernseh-
wissenschaftlichen Kolloquiums (Media – Time – Signs. Contributions to the 19th Colloquium on Film
and Television Studies), 125-132. Marburg: Schüren.
Thon, J.-N. (2006b). Toward a Model of Perspective in Contemporary Computer Games.
Retrieved September 1, 2006
from http://www.icn.uni-hamburg.de/images/stories/NarrPort/Point/beitrag_thon_bfs.pdf.
Thon, J.-N. (2007). Schauplätze und Ereignisse. Über Erzähltechniken im Computerspiel des 21.
Jahrhunderts. (Game Spaces and Events. On Narrative Techniques in the Computer Game of the 21th
Century.) In: C. Müller & I. Scheidgen (Eds.): Mediale Ordnungen. Erzählen, Archivieren, Beschreiben.
(Medial Arrangements. Narrating, Archiving, Describing.), 40-55. Marburg: Schüren.
Vorderer, P., & Bryant, J. (Eds.) (2006). Playing Video Games. Motives, Responses, and Consequences.
Mahwah, NJ: Erlbaum.
Vorderer, P., Hartmann, T., & Klimmt, C. (2006). Explaining the Enjoyment of Playing Video Games.
The Role of Competition. In D. Marinelli (Ed.): ICEC Conference Proceedings 2003. Essays on the
Future of Interactive Entertainment, 107-120. Pittsburgh, PA: Carnegie Mellon University Press.
Wardrip-Fruin, N., & Harrigan, P. (Eds.) (2004). FirstPerson. New Media as Story, Performance, and
Game. Cambridge, MA: MIT Press.
Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., Saari, T., Laarni,
J., Ravaja, N., Gouveia, F. R., Biocca, F., Sacau, A., Jäncke, L., Baumgartner T. & Jäncke, P. (2006).
A Process Model of the Formation of Spatial Presence Experience. To appear in: Media Psychology, 9(3).
(In preparation.)
Wolf, M. J. P. (2001). Space in the Video Game. In M. J. P. Wolf (Ed.): The Medium of the Video
Game, 51-76. Austin, TX: University of Texas Press.
Wolf, M. J. P. & Perron, B. (Eds.) (2003). The Video Game Theory Reader. New York, NY: Routledge.
Yantis, S. (1998). Control of Visual Attention. In H. Pashler (Ed.): Attention, 223-256. Hove: Psychol-
ogy Press.
GaMeS
Bungie (2003) Halo: Combat Evolved. Microsoft. (PC)
Blizzard Entertainment (2004) World of Warcraft. Vivendi Universal. (PC)
Jussi holopainen
T
he basic claims of this chapter are 1) that games are caricatures of inten-
tional activities; 2) that playing games is based on somatic and temporal
displacements; and finally 3) that games consist of several layers of predic-
tive and dramatic closures. These three basic concepts of engaging with games
are used to trace the evolution from play to playing games and games in general.
Note, however, that the principles presented here do not explain the whole basis
of playing games; they are just a small subset of a large number of similar prin-
ciples for guiding our understanding of why playing games can be so engaging
or fun. It is important to make the distinction between pure, or “free” play, and
games with codified rules. The former is observed in virtually all mammals, in
some species of birds and even reptilians and fish, while the latter appears to
be exclusively confined to us humans. For more thorough discussions on the
distinction see, for example, Salen and Zimmerman (2003) and Juul (2005).
Games are caricatures on several different levels. The most basic levels are
that of representation, actions available for players, and goal structures that
guide the players’ intentions. The caricatures are, by definition, exaggerated
and simplified forms and structures of everyday being in the world. The forms
and structures found on the representation layer are similar to that found in
other representational arts (Ramachandran & Hirstein, 1999), for example,
painting and sculpture. The painting even on the most realistic end of the
spectrum leaves out features of the lived world and exaggerates at least in some
form the salient features the painting wants to address. Take as an example a
landscape painting by John Constable. The pastoral landscape as a setting is
“realistic” and familiar but the forms used to depict and express the landscape
are both exaggerations (to a limited extent) and simplifications of what could
really be seen if one was viewing the real landscape.
These features reflect well the characteristics what Ramachandran and
Hirstein (1999) claim to be some of the central characteristics of understand-
ing representational art as caricatures. These central characteristics are: the
peak shift effect, that perceptual grouping and binding is directly reinforcing,
and that contrast extraction is reinforcing.
The peak shift effect is a principle in animal learning. If an animal is taught
to discriminate square from a rectangle, the animal’s response to a rectangle
Play, Games, and fun 45
which is longer and thinner than the original one is even stronger. This means
that the animal is not learning a prototype but a rule, in this case the rule of
discriminating rectangles from squares. Ramachandran and Hirstein claim
that this is one of the principles of how human aesthetic experience is con-
structed.
Perceptual grouping and binding is essential to discover and delineate ob-
jects in the visual field and this relies on extracting correlations. The process of
finding out these correlations in order to discover objects in the environment
is essentially reinforcing for the organism, otherwise there would be no incen-
tive for going through such a cumbersome and complicated process.
Contrast extraction is in itself necessary for achieving perceptual group-
ing. The contrasts or the edges are important clues to allocate attention to
interesting features in the environment and this, at least in some cases ac-
cording to Ramachandran and Hirstein, may imply that these features are
also ‘pleasurable’. The contrast principle not only applies to the basic visual
perception such as colour and motion but can be extended to more abstract
and conceptual features.
The visual arts have used and use these principles in composing engaging
experiences and the representational layer of games follows the same princi-
ples. Consider the visual contrasts of black and white in chess board and also
the pieces: the black and white squares provide enjoyable low level visual con-
trast while the more abstract contrast of black player against the white player
is represented by the pieces themselves. The positions of the chess pieces on
the squares and their shapes follow the caricature principles of peak shift ef-
fect.
The actions available for the player in any given game are simplified, ex-
aggerated and transformed structures, i.e. caricatures, of possible actions in
the real world. Continuing with the chess example the actions and their
consequences are rigid, crisp, and codified. The player moves the chess pieces
from one square to another and the exact position on the square or the man-
ner how which the piece is moved is of no consequence for how the game
unfolds. The same applies to evaluating the consequences of players’ actions.
The chess piece entering the square captures the opponent’s piece on the
square. The consequence is clear cut: the captured piece is removed from play
and again the exact manner of how the piece is taken out from the board does
not have an effect on the outcome of the action from the perspective of the
game.
The goal structures of the game give the players the incentive to play the
game and also guide their actions during playing. The caricature principle is
in effect also for the goals. The game, in principle, brackets of the real world
goals of the players and formulate caricatures of real world goals within the
game environment or system. The goals in the game are simplified and exag-
gerated of the certain goals found in our everyday experience. The goal of
overcoming the opponent in chess is a highly conceptual caricature of over-
coming an opponent or obstacle in the real world using the power of discrete
and mobile units with differing strengths.
46 holopainen
Tetris (1986) is a good example of how the caricature principle guides the
whole design of the game from representational features to possible actions
and finally to the goal structures. The representational layer of Tetris consists
of discrete blocks with clear and crisp boundaries. Even though the colour of
the blocks does not effect how the game unfolds but in most versions they are
used on the representational layer to enhance to overall experience. The way
how the blocks stack up create opportunities and especially missed opportuni-
ties for perceptual grouping. The gaps in lines invite the players to fill them
in and the closure (see the closure discussion also below) of filling the row is
both a pleasing visual experience (the perceptual grouping of the whole line
is accomplished) but it is also at the same time one of the basic level goals of
the game. The actions and events of Tetris are caricatures in themselves. The
blocks are falling down (in most of the versions of Tetris) simulating in a crude
manner the way how gravitation effects objects without support. When the
block touches another block it is stacked up, again in a similar fashion what
would happen if objects fall upon each other in real world. The actions avail-
able for the player are caricatures of basic spatial object manipulation. The
player can move the block left or right in discrete steps and the player can
rotate the block in 90 degree steps. Tetris is, indeed, a prime example of how
the different layers of caricatures are tied together to provide a compelling and
engaging experience.
Holopainen and Meyers (2000) suggest that many games, especially mod-
ern electronic games, exploit the psychological capability of projecting the
mental self-image into another physical form. Holopainen & Meyers call this
capability somatic displacement. There are two different ways of looking at
somatic displacement: first, where the displacement is more or less extension
of the body as in tool use; and second, where the displacement is the transfe-
ral of the somatic model into an object in the environment. In both cases the
potential for controlling the focus of displacement heightens the experience.
For example, while playing a third-person action game such as Tomb Raider
(1996) the experience of somatic displacement focusing on the avatar, Lara
Croft, is stronger than when just watching other people play the same game.
In a similar fashion the sense of car as an extension of your body is stronger
if you are driving it. It can be argued that the somatic displacement is weak
in abstract games such as chess or Tetris but many players have claimed (the
author included) that in these cases the chess or Tetris pieces feel like exten-
sions of your self, in other words they are regarded as tools for manipulating
the environment in a similar fashion as a spade is an extension of the hand for
digging holes in the ground.
The second type of displacement Holopainen and Meyers (2000) discuss
in their paper is temporal displacement: the ability to project oneself into hy-
pothetical situations, including the point of view of some one else, i.e. “theory
of mind” (Damasio, 1999). The temporal displacement is crucial for playing
games, especially those which require strategic thinking. The phenomenon is
easy to recognize in chess where the players have to think ahead of their own
moves and also the opponent’s moves. Temporal displacement seems to be
Play, Games, and fun 47
(Reeve, 2004; Grodal, 1999, p. 51). The interplay of dramatic closure and
temporal displacement is one of the sources of enjoyment when watching, for
example, movies. The hero who finally succeeds in revenging the death of her
family completes a task and by temporal displacement we can identify with
the enjoyment associated with the completion of the task. Of course, there are
many other sources and factors present affecting the final movie experience
but it seems that the dramatic closure as a completion of a task is one of the
most important factors in enjoyment of games. Dramatic closures occur also
when the completion of a task fails or there is a setback, e.g. the player loses
a life in Pac-Man (1979). The temporal sequencing of the achievement and
failure dramatic closures creates the “dramatic experience” in games. As stated
above games always have goal structures, which in essence define the tasks the
player has to complete in order to progress in the game. In this way the goal
structures define the possible structures for dramatic closures. Note here, that
even games such as SimCity (1989), which do not have a big explicit overarch-
ing goal, have a hierarchy of smaller subgoals and the players almost always
construct their own bigger goals within the game environment, e.g. build a
big city without law enforcement.
Virtually every game consists of several layers of dramatic closures
(Falstein, 1999). In Tetris, for example, the lowest achievement and failure
closures are related to putting the block in a proper place. The next achieve-
ment closure is, of course, filling in a full row of blocks thus removing the line
from the screen and increasing the player’s score. It is intriguing to note that
there is no final achievement closure in the game; the player is always over-
whelmed by the falling blocks in the end. This might be one of the reasons
for the addictiveness of Tetris as you can never complete the task of winning
Tetris. It is also a well known fact from psychology that it is easier to remember
unfinished tasks than finished ones (Reeve, 2004). This means that the task
of “finishing” Tetris lingers in the player’s memory and can be an unconscious
motivation for playing Tetris again.
1. The rhetoric of play as progress, which states that animals and children adapt and de-
velop during play in order to prepare for the adult life.
2. The rhetoric of play as fate where the choices and outcomes of our actions are dictated
by destiny, luck or what ever.
3. The rhetoric of play as power which sees play as a representation of conflict and as a way
to establish and enforce the power status of the winning players.
4. The rhetoric of play as identity as “a means of confirming, maintaining, or advancing the
power and identity of the community of players” (Sutton-Smith 1997, p. 10).
5. The rhetoric of play as the imaginary as applied to creativity and “playful improvisation”
in arts and other aspects of life.
6. The rhetoric of self where the focus is on the enjoyment or fun aspect of the participating
players themselves.
7. The rhetoric of play as frivolous as in cases where play is regarded as something unneces-
sary, even foolish.
1. […] the performance of the behavior is not fully functional in the form or context in
which it is expressed; that is, it includes elements, or is directed towards stimuli, that do
not contribute to current survival.
2. […] that the behavior is spontaneous, voluntary, intentional, pleasurable, rewarding,
reinforcing, or autotelic.
3. […] that it differs from the ‘serious’ performance of ethotypic behavior structurally
or temporally in at least one respect: it is incomplete (generally through inhibited or
dropped final elements), exaggerated, awkward, or precocious; or it involves behavior
patterns with modified form, sequencing or targeting.
4. […] the behavior is performed repeatedly in a similar, but not rigidly stereotyped, form
during at least a portion of animal’s ontogeny.
5. […] the behavior is initiated when an animal is adequately fed, healthy, and free from
stress (e.g. predator threat, harsh microclimate, social instability) or intense competing
systems (e.g., feeding, mating, predator avoidance). In other words, the animal is in a
‘relaxed field’.
The second, third, and fourth criteria are important for the current discussion.
The second and third criteria, that the behaviour is pleasurable, rewarding or
50 holopainen
reinforcing and that the behaviour is exaggerated, can be met with the above
mentioned principle of peak shift effect concerning both the action itself and
the goals of the game. The fourth criterion is evident in games as the main
mode of play is usually characterized by repeated similar, but not stereotypical,
actions performed by the player in order to reach the different levels of goals
of the game. In Tetris, for example, the player repeatedly places the blocks by
moving them left to right and rotating them in order to fill in horizontal lines.
The first and the fifth criteria are at the same time obvious and problematic in
the case of games. Playing games is something, which does not contribute to
the immediate survival although gambling and professional sports contradict
this. Game playing happens normally outside the normal pressures of eve-
ryday life but at the same time playing a quick game of Minesweeper (1991)
during work hours can be used for alleviating the stress of the workplace; the
player brackets off the stressful environment by playing the game.
Free play is still too amorphous to be fully caught in the caricature analysis.
The exaggerated and “useless” movements, awkward positions, and modified
action sequences can be explained as caricatures of the actions themselves,
but as according to the definition of free play the clear goal structures are still
missing. More game-like play behaviour such as playfighting (rat pups) and
chasing (dogs) have implicit goals of overcome and contact and it is clear from
the behaviour of the animals that there are winners in these protogames. In
both cases of playfighing and chasing the “losing” animal clearly indicates that
the winning condition has been met, i.e. there has been a failure closure. Here
we can see the seeds for explicit and codified games we humans play. The goal
structures even in these protogames can be analysed according to analytical
tools, such as game design patterns of Björk and Holopainen (2004) used for
describing human games. The section in Björk and Holopainen describing
goals and goal structures include such patterns as Overcome, Exploration, and
Contact which appear in many cases of animal play behaviour.
Sports
Playful physical competition between people has occurred for as long as we
have recorded history, and the play of young animals and the formalized
combat in mating rituals can be seen as closely related natural play activities.
Sports use the physical abilities of the participants to determine the outcome
of the activity, and many sports are based on the definition of how to use a
specific ability, e.g. 100 meter dash, the long jump, or wrestling. Indeed, the
aim of sports can be described as a way to judge which player is better than the
others in that specific ability. The sports are, as play behaviour in general, cari-
catures of intentional activities. The 100 meter dash simplifies and exaggerates
the everyday behaviour of running. The track is exactly 100 meters long and
straight, the competitors start at the same place and the same time, and the
goal is to cross the finishing line as fast as possibly. The same principles apply
to wrestling, which seems to be a direct descendant from rough-and-tumble
or playfighting. Burghardt’s third criterion, that the action is incomplete, is
Play, Games, and fun 51
(following the rhetorics of fate it is still common for players to see destiny or
the will of gods in the results).
These early games indicate the point in the evolution from play to games
where the physical activity itself is on the background and the focus is on the
outcome of the codified and caricaturized action. In the case of dice games
the action is simple: throw the dice and the outcome of the action is more
important than the action itself. The caricature principle is evident in dice
games on many levels. The action is simplified and abstracted, the player can,
according to the rules, do only one type of action; the possible outcomes are
discrete; players take explicit turns to perform their actions; the final outcome
is explicitly calculated from the outcomes of each individual player; and as the
outcomes are discrete the sense of closure is heightened accordingly. The dice
games are also the first examples of how the natural play behaviour is changed
into symbolic behaviour. The dice and the possible outcomes stand for some-
thing else than they are requiring symbolic thought and are the seed for games
requiring somatic and temporal displacements.
Board Games
Although difficult to prove, the beginning of board games can be traced to the
need of having a way to keep track of player’s scores in dice games (Parlett,
1999, p. 35-36). From using a board with game pieces that were moved as
player gained score points, the change to making the movement of the pieces
important gameplay activity was small. By offering players choices of how to
do movement, typically having more than one piece and being able to choose
which piece to move, tactic choice became possible, and game skill could be-
come a success factor together with luck (Parlett, p. 36).
Race games can be seen as an evolution from dice games toward board
games. Parlett gives no exact date for the earliest race games but writes “all
cultures that have games at all have race games, and […] of extremely ancient
date” (Parlett, p. 35). Race games, especially games where there is only one
piece moving, are examples of first games with strong somatic displacement
component.
Pachisi (Parlett, p. 42), the Indian game from which Ludo originated is
one of the oldest racing games. Although the exact date for the appearance of
the game is unknown, there is partial evidence from carvings from the 6th or
7th century and references to possible variations of the game claim to have
reached China in the third century AD.
Bilateral racing games, with Backgammon as the principal example, are a
form of games where players start in opposite ends of the race track and race
towards the others end. The probable forerunners to modern day Backgam-
mon can be traced to the city-state of Ur, and although probably much older,
tablets dated to 177/176 BC gives the rules to the ancestor game. The exist-
ence of a game with a similar board, the Game of Twenty (Parlett, p. 65), has
been confirmed to the middle of the second millennium BC. Yet another
similar game, Senet, (Parlett, p. 89) is shown in a picture in an Egyptian tomb
Play, Games, and fun 53
from 2650 BC. Race games introduced several pieces controlled by one play-
er, in one sense making a player play several games at once, and opened up
for player-to-player interaction as the pieces could easier be used for tactical
purposes such as blocking or capturing other pieces.
The games have now become symbolic activities but they still retain some
of the old structure of play behaviour. The race in Pachisi is a symbolic trans-
formation of moving your own body as fast as possible from one point to
another. The additional gameplay features of blocking and capturing have
similarly evolved from earlier physical play behaviour.
eleCTroNIC GaMeS
Electronic games are those that make use of electronic hardware to store the
game state and handle game actions. The history of electronic games starts
around 1950’s with electronic versions of Tic-Tac-Toe and Tennis for Two and
the games available now have, on the surface, little or no resemblance of the
older games. However, new games tend to get build upon the features of the
older games and even natural play behaviour and it can be argued that when
the slick graphics and awesome sounds are removed the core features of even
the most complex current games can be found in the murky past of the evolu-
tion of play and games.
fighting Games
Having a possible origin in boxing simulations, fighting games soon evolved
to being duels between characters with various fantastic abilities which chal-
lenged players’ ability of timing and learning button combinations. As the
games progressed from early variants such as Karate Champ (1985), Interna-
tional Karate (1986), and Street Fighter (1987) to the later variants such as
Mortal Kombat (1992), Soul Calibur (1998), Dead or Alive (1996), and Tekken
the games have grown more complex in number of maneuvers and characters
as well as in graphical detail.
Fighting games introduced the concept of combos, long sequences of ac-
tions that triggered special effects. Some of these combos where described to
players in manuals but some of them had to be discovered by experience and
experimentation. Another specialty of fighting games was to reward gameplay
but unlocking new characters that could be played, a form of meta-reward that
was only useable in subsequent games. The main goal of all fighting games still
continues to be to overcome the opponent by skillful timing and maneuvering
of the character, that is, they rely heavily on the somatic displacement.
racing Games
Racing games have had a long history in video games. Games such as Sega Ral-
ly (1995), Pole Position (1982) and Outrun (1986) have all been popular and
driven the evolution of the industry. The development of racing games genre
54 holopainen
first-Person Shooters
Although preceded by games such as Ultima Underworld (1992) and Wolfen-
stein 3D (1992) that had first-person views, Doom (1993) from Id Software
established the first-person shooter (FPS) as a genre (Kent 2001). In these
games the player experienced a dark and hostile world filled with monster
through a first-person perspective. Providing players with a new level of spa-
tial immersion combined with tension and violence proven to be extremely
popular and soon other FPS games such as Duke Nukem 3D (1996), Quake
(1996), and Unreal (1998). Later FPSs such as Thief (1998) and Deux Ex
(2000) showed how the genre could be used for games that were closer to
adventure or roleplaying games than simple shooters.
As gameplay is concerned, they provided players with spatial immersion
to a level where players could get lost, and made moving an avatar in a vir-
tual game world a skill that had to be learned to an instinctive level in order
to master the game. The first-person shooters allow for immersive somatic
displacement where the player can really feel that his or her body is moving
inside the virtual game world.
Play, Games, and fun 55
so gratifying that people are willing to do it for its own sake, with little con-
cern for what they will get out of it, even when it is difficult or dangerous
(Csikszentmihalyi, 1990).
The first five elements are structurally more interesting for the sake of dis-
cussion than the last three which are, more or less, the result of the first five
elements. Games as caricatures of intentional activities fit well to the first five
elements: 1) they almost always have an end condition; 2) starting to play
the game requires that the players concentrate on playing the game and the
games, at least the current computer and video games, provide various stimuli
the keep the players interested in the game; 3) games have clear and discrete
goals which can be described as caricatures of possible real tasks; 4) the feed-
back is given in simplified and often symbolic way, for example, by keeping
score; and 5) the range of potential actions is limited and discrete and usually
easily available for the players. Anyway, we can call the experiences the games
provide as fun, flow, engrossment or involvement but the psychological basis
for the experiences stays the same. As suggested in this chapter, looking at
games as caricatures of intentional activities with the associated somatic and
temporal displacements and predictive and dramatic closures might give us
better conceptual tools for dissecting the elusive fun of playing games. The
more intricate details of how these concepts are related to the fun still remain
inadequately explored but they seem to provide a starting point for a more
thorough elaboration and empirical verification of the cognitive and neurosci-
entific foundations of fun in games.
56 holopainen
aCKNowleDGeMeNTS
Thanks to the three anonymous reviewers, the game studies seminar partici-
pants at the University of Tampere, and Staffan Björk for their valuable com-
ments and contributions.
refereNCeS
Banich, M.T. (2003). Cognitive Neuroscience and Neuropsychology. Boston, MA: Houghton Mifflin
Company.
Björk, S. and Holopainen, J. (2004). Patterns in Game Design. Boston, MA: Charles River Media.
Burghardt, G. (2005). The Genesis of Animal Play. Cambridge, MA: MIT Press.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper Perennial.
Damasio, A.R., (1999). The Feeling of What Happens: Body and Emotion in the Making of Conscious-
ness. New York: Harcourt Brace & Company.
Fagen, R. (1981). Animal Play Behavior. New York: Oxford University Press.
Falstein, N. (1999). A Grand Unified Game Theory. In 1999 Game Developers Conference Proceed-
ings, 229-239. San Francisco: Miller Freeman.
Grodal, T. (1999). Moving Pictures: A New Theory of Film Genres, Feelings, and Cognition. Oxford
University Press.
Holopainen, J. and Meyers S. (2000). Neuropsychology and Game Design. Paper presented at Con-
sciousness Reframed III, Newport, Wales, UK. Retrieved 13 September 2006, from, http://www.stephan.
com/NeuroBio.html
Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, Mas-
sachusetts, and London: MIT Press.
Kent, S.L. (2001). The Ultimate History of Video Games. Roseville, California: Prima Publishing.
McCloud, S. (1994). Understanding Comics. New York: Harper Collins.
Parlett, D. (1999). The Oxford History of Board Games. Oxford University Press.
Ramachandran, V.S. & Hirstein, W. (1999). The Science of Art. Journal of Consciousness Studies,
June/July 1999. Thorverton, UK: Imprint Academic, 15-52.
Reeve, J. (2004). Understanding Emotion and Motivation. Wiley.
Salen, K. & Zimmerman, E. (2003). Rules of Play. Cambridge, MA, and London: MIT Press.
Sutton-Smith, B. (1997). The Ambiguity of Play. Cambridge: Harvard University Press.
GaMeS
3D Realms. (1996) Duke Nukem 3D. Apogee Software. (PC).
Atari. (1980) Battlezone. (Arcade).
Blizzard Entertainment. (1994- ) Warcraft series. (Various platforms).
Blue Sky Productions. (1992) Ultima Underworld: The Stygian Abyss. ORIGIN Systems, Inc. (PC).
Capcom. (1987- ) Street Fighter series. (Various platforms).
Capcom. (1988) Forgotten Worlds. (Arcade).
Codemasters. (1998- ) Colin McRae Rally series. (Various platforms).
Core Design Ltd. (1996) Tomb Raider. (Various platforms).
Data East Corporation (1985) Karate Champ. (Various platforms).
Electronic Arts. (1994- ) Need for Speed series. (Various platforms).
Ensemble Studios. (1997- )Age of Empires series. Microsoft. (Various platforms).
Epic Megagames, Inc. (1998) Unreal. GT Interactive Software Corp. (PC).
Hitmaker. (1999) Crazy Taxi. Sega. (Arcade).
id Software. (1992) Wolfenstein 3D. Apogee Software. (PC).
id Software. (1993). Doom. (PC).
Play, Games, and fun 57
T
he central point of departure for this chapter is that computer and video
games can be defined as a technologizing of the human desire for playing,
competing, learning and being social through Game Ego presence. In that
respect they are influenced by and in turn also constitute an influence upon
human culture on several levels which this chapter will briefly discuss before
elaborating more specifically on the Game Ego presence and narrative aspects
of computer/video games with a basis within experientialist cognitive theory.
This specific field of cognitive theory is primarily based on the work of George
Lakoff and Mark Johnson respectively and in collaboration (Johnson, 1990;
Lakoff, & Johnson 1980, 1999; Lakoff, 1987a, 1987b, 1993, 1996). Their
central argument is that the human conceptual system is tightly connected to
the configuration of the human body which is highly relevant and interest-
ing when discussing presence within video and computer game environments
and the manifestation of a Game Ego presence (Wilhelmsson, 2001a, 2001b,
2006a).
In order to set the scene for the following discussion let us first consider the
cultural impact and importance of games and play in general. The elements
of games and play in general are of importance for cultural development and
the relation between games and play and other cultural phenomenon consti-
tute an interesting field for academic studies (Caillois, 1961; Huizinga, 1949;
Murray, 2006). Human beings make use of different technologies and instru-
ments of play and games such as card decks, footballs, board games, yo-yo etc.
Games are also important to science, be it philosophy (Wittgenstein, 1953),
economics (Nash, 1950) anthropology and sociology (Caillois 1961), cog-
nitive theory (Gander, 2005), and computer science (Turing, 1950) as well
as humanities with the study of games from a narratological (among oth-
ers Murray, 1997, 2006; Ryan, 2001, Wilhelmsson, 2001a, 2001b, 2006a
and ludological (among others Aarseth, 1997, 2001, 2004; Eskelinen, 2001;
Frasca ,1999, 2003; Juul, 1998, 2001, 2003, 2005) point of view and as work
of art with esthetical dimensions in its form and content respectively.
Games of different kinds are generally well known to large parts of an
ordinary population in a given culture (Caillois, 1961). Therefore it is not
especially surprising that during the history of Western Europe, games and
play have been used in philosophical and other scientific contexts to pin
Game ego Presence in video and Computer Games 59
point certain aspects of being human. Blaise Pascal for instance, is not only
famous for his work in the fields of philosophy, theology, science and math-
ematics1 but also for what is known as Pascal’s wager (Pascal, 1660). The
wager is a good example of using a game situation to point out that the
best way to live ones life is to make the bet that God exists since that way
of living will be, in the case of God’s actual existence, the most beneficiary
to the individual and if He does not exist the individual does not actually
have a lot to loose living his or her life as if He did exist anyway. The wager
points out that you must weigh possible gain against possible loss and you
will gain more if you live as if God exists. Games consist of quantifiable and
calculable states in relation to strategic thinking. The basic question to ask
in any wager situation is: How much can I afford to lose and how much
will I gain if I win in relation to the risk taken? Pascal addresses the human
need for good reasons to act in a specific way and the human desire to play
by postulating the issue this way i.e. as a kind of gamble with the immortal
soul at stake.
Closer to our own time writers and scholars such as Huizinga (1949),
Nash (1950), Wittgenstein (1953), and Caillois (1961) all have tried, for
different reasons, to come to terms with games and play and the importance
of these to human culture (Huizinga and Caillois respectively) and/or use
the concepts of game and play as the framework for explaining complex
problems (Wittgenstein and Nash respectively). Huizinga’s (1949) interest-
ing study of games provided an early manifestation that games and play
are important to human culture. Huizinga applies concepts like “the magic
circle” (e.g. Huizinga 1949, p.10, 11, 20) that might at first seem a bit
nonscientific by today’s standard in academic writing (though this term has
survived in the work of for instance Salen and Zimmerman [2003] )2 to
designate the specific mode and space of play a player need to enter to
separate him or her self from everyday life. Nash used game as the underly-
ing concept of economics to identify crucial factors in economic systems
and to understand how economies develop (Nash, 1950). Wittgenstein used
games as a prime example of explaining the complexity of categories and as
a framework to explain the basis for human languages describing language
as acts of play. In addition he came to the conclusion that games can only
be classified by family resemblance and that the phenomenon of games and
the acts of play is impossible to fully define in one single definition that
will hold for all games in all times. According to Wittgenstein there are
simply too many forms of games and play why a single categorization of
the phenomenon as such is not possible. This does not mean that games
are impossible to categorize but that games are diverse and may have many
different qualities and that all games does not share all qualities assigned to
games as a whole.
Roger Caillois’ sociological theory centered on games and play showed
that the social and sociological aspects of games are important factors that
need to be addressed. Huizinga’s (1949) study and Caillois’ (1961) taxonomy
of games have been discussed, criticized, revised and abandoned in attempts to
60 wilhelmsson
understand computer and video games by among several others Juul (2003)
and Eskelinen (2001). Despite the critique raised against Caillois’ taxonomy
the two basic nodes of ludus and paidia (i.e. rules versus improvisation) and
his four basic categories of games Agôn, Alea, Mimicry and Illinx provide an
initial taxonomy of games that can serve as a starting point for studies within
the field. These two nodes, ludus and paidia will in the present chapter be
related to narration and narratives as well as to games.
To conclude from the above; games and play as such have been used to ex-
plain aspects of culture as well as they have been providing examples in a more
philosophical and scientific context due to the fact that people actually does
play and involve themselves in games and that games seem to transcend many
cultural differences. In my earlier work I have used a more or less standard
version of computer game history in order to extract a number of frameworks
and specific qualities that designate computer games (Wilhelmsson 2006b).
The succession and selection of these frameworks are based on a standard
version of the history of computer games found in the work of for instance
Kent (2001) and on several websites (such as for instance Bellis, n.d.; Her-
man, Horwitz, Kent & Miller, n.d.; History of Video Games Retrieved Feb
23, 2007) and is not to be understood as a complete set of frameworks. My
purpose has not been to question or raise critique on this particular historical
canon (which of course could be interesting and necessary for other kinds
of discussions) but rather to extract basic qualities of games that are hidden
within it. Computer and video games as a phenomenon has undergone quite
some transitions during the decades of their existence. From being test bed
simulation of human thinking and behavior, to simulate other games under
specific circumstances, to commercial success and getting out of the insti-
tutions into public space and then into private space, computer and video
games have constituted themselves as multi billion entertainment industry
gradually replacing film and television as the major medium. Games may
be used to explain how historical events might have been experienced by the
people living there and then. Computer and video games are instruments for
artificial intelligence, simulation, entertainment and also show pedagogical
values. For the present chapter the following elaboration on these frameworks
are of interest and will serve as the backdrop for the following discussion.
1) Thinking machines: games incorporate quantifiable and calculable states: strategic think-
ing: problem solving: resource handling and interactabillity.
2) Simulation machines: simulation of physics: social dimension based on competing
(Agôn in Caillois taxonomy): learning through interaction with objects: instrument for
evaluation of performance: pushes the technology to its limits and beyond. Here we find
games such as Tennis for Two (Higinbotham, 1958), and Spacewar! (Russel, 1961).
3) Design experiments and user interface problems: enclosed design of cabinets or consoles,
handhelds, controls, screens affects the playability and/or the game play: aesthetic values
in their own right: cutting edge design such as the cabinet design of Computer Space
(Bushnell & Dabney, 1971).
Game ego Presence in video and Computer Games 61
The next section of this chapter will elaborate on the concept of a Game Ego
(Wilhelmsson, 2001a, 2001b, 2006a, 2006b, 2006c).
An embodied concept is a neural structure that is actually part of, or makes use of,
the sensorimotor system of our brains. Much of conceptual inference is, therefore,
sensorimotor inference.
If concepts are, as we believe, embodied in this strong sense, the philosophical
consequences are enormous. The locus of reason (conceptual inference) would
be the same as the locus of perception and motor control, which are bodily
functions. (Lakoff & Johnson, 1999, 20. Their italics).
Subject. This means that there is a Game Ego presence in the game. The refer-
ent of ”you” is the performing agent ”I” when a player execute a command.3
What I read is what I see and what I type is what I do. To be more accurate,
what I read is what I observe with all my senses and what I type is how I am
reactive and proactive. The text based approach to computer games brought
with it a text based quality of storytelling and turned computer games into
storytelling applications that allowed, if not new, a way of telling a story that
allowed audience participation to at least some degree by allowing the player
to be reactive and proactive in a weave of text interactions.
A Game Ego might also be manifest as a yellow circular shape chewing
dots and ghosts as in Pac-Man or look like a tiny and cute dragon as in Spyro
the Dragon (Insomniac Games, 1998). The Game Ego function serves as an
anchoring force within the system of the game and provides a key element in
the process of engaging the player and providing a sense of being within the
fictional space time of the game through the possibility of exerting force upon
the environment. Being is not only to observe but also and more importantly
to act within the environment through Game Ego presence.
In recent years there have been quite a few studies on the ludological versus
the narratological aspects of games (Eskelinen, 2001;Frasca, 1999, 2003; Juul,
1998, 2001, 2003 [to less extent], and 2005; Salen & Zimmerman 2003;
Wilhelmsson, 2001a, 2001b, 2006a and 2006b… the list could expand in-
definitely and depending on the canon you specifically advocate it could con-
tain numerous other scholars and titles than those listed here and now). Sev-
eral scholars and professional game designers have argued that narration will
inflict upon the game play and is incompatible with interaction (Adams &
Rollings, 2003; Juul, 1998 and 2001). The argument put forth by Adams and
Rollings and also by Juul, is that the more elements of narration the weaker
the game play will be. To quote Juul (2001):
In an “interactive story” game where the user watches video clips and occasion-
ally makes choices, story time, narrative time, and reading/viewing time will
move apart, but when the user can act, they must necessarily implode: it is
impossible to influence something that has already happened. This means that
you cannot have interactivity and narration at the same time. And this means
in practice that games almost never perform basic narrative operations like
flashback and flash forward.
Narration in video and computer games is, according to Juul in this specific
context, something that is told by someone to someone else and often so by a
cut scene (video clips) that disconnects the player from the game play (i.e. the
story time, narrative time and reading/viewing time move apart) rather than
to let the player just play (i.e. all events share the same time). That is: to be
told a story is to be passive and inactivated (no motor interaction or activity)
and shut out of the loop of game play events.4 The player is not a player but a
passive audience with no influence on the staged events.
Game ego Presence in video and Computer Games 65
Narratives are not necessarily something that has only to do with language
as verbal activity in oral or written form even if narratives can be and often are
manifest as and through such activity. Narratives are often representations and
manifestations of audio-visuo-emotional-cognitive-motor schemata, whose
central form is the experiential action sequence. To avoid misinterpretation, I
am not saying that the debate between ludologists and narratologists has sug-
gested that all games either are or are not narrative (or that all narratives are
games) in essence. I do share the view held by among others Juul in his later
writings (2005: the introduction) that a great deal of games and narratives do
share some basic qualities but also do have specific traits that are not easily
transferable between traditional storytelling media and computer games. Fur-
thermore, I do also advocate that by combining ludology and naratology we
will gain substantial knowledge about games and narratives respectively and
in relation to each other as well as knowledge about the ludus in narrative and
the narrative in ludus.
According to the dramaturge Mats Ödeen (1988), narratives have a cos-
monogic function. That is to say: narratives are in some ways a part of build-
ing and reflecting the worldview of a specific culture and society and hence
also may have a dogmatic level as a pedagogical instrument. Narratives, or the
belief in and understanding/interpretation of some canonical narratives, are
the common denominator for a specific culture and the glue that hold the
culture’s internal structure intact. Narration understood as a cosmonogic ac-
tivity is for instance found in most religious systems. E.g. the creation process
is described in the form of a narrative even if the style of the narrative is con-
strued in a way that makes it appear as something else. Consider Genesis 1:1
“In the beginning God created the heaven and the earth”. Some narratives,
just like this one, have been held and still are hold to be true by a large amount
of people. As this example is meant to show, narratives have an enormous po-
tential to explain something about the world surrounding the human being
and serve to explain how the world is constituted. Narrative carries dogmatic
structures.
Narrative as such can be defined as a formal system that is based on the
logical and causal succession of events which of course is a low end basic text-
book definition found in the work of for instance Edward Branigan (1992),
Bordwell & Thompson (1993). Narrative is the product of storytelling or the
process of storytelling as such. In a narrative, there is/are some kind of loca-
tion or locations and there is something going on. That is, there are objects,
beings and processes within a narrative that are literary taking place and there
are some kinds of actions performed by some kinds of agents. I.e. in a nar-
rative we find processes carried out by existents. There are also patterns that
give structure to the relation between processes and the existents. Within a
computer or video game, the structure may be based on the sequential player
participation and choices that in turn are based on interactivity and interacta-
billity. Moreover, games do operate on a logical basis set by the rules of the
game much like more traditional narratives (folktales, movies, novels, operas,
music pieces etc.) do. Narratives are often categorized in genres where the
66 wilhelmsson
genre provides the set of rules and hence the internal logic of the succes-
sion of the events (Bordwell & Thompson, 1993). Genre is also possible to
understand from a syntactic as well as a semantic approach (Altman, 1984).
Computer and video games generally have a fixed and absolute system of
game mechanical rules i.e. the quantifiable and calculable states, the resource
handling and interactabillity within the game is preprogrammed. The level
of ludus (Caillois, 1961) is extremely high. This differ from more traditional
forms of narratives where these qualities are not mandatory even though genre
or other semantic and/or syntactic rules (Altman, 1984) have been strictly ap-
plied from time to time e.g. during the 17th century France. (Sjöberg, 1999).
Vladimir Propp’s extensive work on the morphology of the Russian folktale
shows that the sequences of events within a large number of folktales are in-
variant which is to say that the logic within the story line is always the same
(Propp, 1968).
Even if the formal structure may be invariant a storytelling situation has a
dimension where the audience is filling in the gaps and use their imagination
to visualize and audiolize the characters, the environments and the things
that happen in the story. In some narratives such as short stories by William
Gibson (1981/86) there are voids of left out hinted at information that the
reader must interpret. The word audience designate that stories are told to us
and that we hear the story which implies that the process of storytelling has
its roots within oral culture (Iser, 1974; Ong, 1982/1990). In such a culture
the basis of stories being told is to let the characters perform actions and be
heroic and hyperbolic rather than realistically portrayed humans. If the audi-
ence is to remember the characters, the characters need to be larger than life
and perform in an extraordinary way. The environments in such oral culture
stories are seldom well defined since their main function is to provide the
background for what happens. Only if it is necessary for the character in the
story, or for the audience, to know something about the environment this
is being told and often so with only a few words. Redundant information is
kept at a minimum. (Ödeen, 1988; Ong 1982/1990). A narrator might also
make use of improvisation (paidia) to play at the audience’ reactions when
narrator and audience are present within the same environment at the same
time in a reactive/proactive relation. If a specific event or turn in the narrative
is appreciated it is likely that the narrator enforces that kind of events and
begin to improvise and elaborate the story with this in mind. In a writing
culture (or cinematic or game culture for that matter) the level of narration
need to be preplanned to a higher degree since the level of ludus is more
protruding. The reactions to specific events are harder but not impossible to
foresee: a trained film director knows quite well what the reaction to specific
events will be as does a skilled author or game designer). The audience is an
instrument of play.
A story that is told involves not only the primary sense but allows other
sense modalities to be part of the cognitive processes of making meaning from
what is told through mental projection. A central idea in the experiential-
ist approach to cognition is the connection between the human conceptual
Game ego Presence in video and Computer Games 67
system and the human body’s motor capabilities and the emphasis on schema
metaphors such as ACTION-LOCATION, SOURCE-PATH-DESTINA-
TION (Lakoff & Johnson, 1999, Wilhelmsson 2001b).When being told a
story the audience make use of the body/mind configuration to understand
and conceptualize what is narrated. The body/mind system includes the
sensory motor system why this is not discernable from the locus of reason.
(Lakoff & Johnsson, 1999; Wilhelmsson, 2001b, 2006a, 2006b).
One common denominator for games on the one hand and narratives on
the other is the causal sequential action based on some kind of conflict. In the
case of traditional narratives a hero or other character performs the sequential
actions and in the context of games the player must handle and enact a chain
of events during the game playing process. I am not suggesting that all games
have a strong narrative as a central reason for their existence but I do suggest
that there is a dimension of narration in many games and that games often
are structured around a conflict of interests. My gain will be your loss so to
speak. It has been argued that games are fundamentally different from stories
since games often consist of repetitive sequences in which the visual Game
Ego manifestation (an Avatar) dies and the player must try and try again to
overcome certain passages in the game to reach the end state and win the game
(Adams & Rollings, 2003). Repetition is motivated by the game play struc-
ture and the game mechanical rules. Repetition is found in many traditional
narrative forms as well but it is expressed in different ways and for slightly
different purposes. Old folktales do often incorporate a number of repetitions
of certain actions and obstacles to overcome before the hero of the story suc-
ceeds with his or which is rarer, her mission. The hero must pass three of this
and three of that and get to the innermost cave etc. which is also the case in
many computer games. This hero’s journey is put in to the story in order for
him or her to learn more about the opponent and to master the surrounding
world so that he or she may be victorious in the end. The same structure is
found in many computer games in which the player must hack and slash his
or her way through and die several times in order to learn how to win the spe-
cific action sequence and reach the winning condition at the end of the game
session. The player practice skills and gain information through the actions
performed and can win the game through practicing specific actions over and
over again. In folktales the structure may be considered a left over from a prior
oral tradition. It is easier to remember the events if they are repeated and some
folktales have also originally been meant to be sung rather than spoken why
rhythmic patterns have a role in this structure. It is also a technique used for
building narrative tension (even if it can be very boring and counter produc-
tive). In other words: it is a similar structure i.e. repetitive sequence. From the
position of the hero in a folktale it is a sequential learning process and for
the player of a game a sequence of practice and learning specific skills such as
certain moves and combinations as well as the gathering of knowledge about
the game environment and other characters within the game. To act is to gain
knowledge about the surrounding world. From the position of the narrator
this structure may be used as building dramatic tension and from the position
6 wilhelmsson
of a game designer it may be used to allow the player to practice before taking
on enemies and distribute information about the game world stepwise. It is
also a technique used to let the player feel progression in specific skills needed
to achieve the end state of the game.
As we may conclude so far, narration includes a level of intellectual and
motor interaction. However, narration and narratives are typically conceptu-
alized as linear and sequential activities and phenomenon in a writing culture
(Ong, 1982/1990). Writing words is to use tools and instruments and is the
result of technology. Computer games as specific phenomenon are embedded
in and partially the result of a writing culture. Books are typically made up
by a linearly structured text. But even a book allows some interactions from
the reader (such as turning pages, start to read wherever in the text, rip out
pages, make notations in the margins, burn the book etc.). In addition, books
for very young children may incorporate more interactability such as pulling
and pushing objects, incorporate surfaces of different textures to stroke etc.
in order to provide a set of experiences to investigate while also and at the
same time taking part in a story. Human beings are able to perform more
than one mental process at one time why we actually can interact and inter-
pret a narrative at the same time. The relation between events in short term
memory constitutes the essence of now in interaction and narrative sequences.
In the discussion above I quoted Juul (2001) and his ideas on narration being
in conflict with interaction. His argument is based on the assumption that
there are different aspects of time in interaction versus narration sequences.
But narration can also be understood as setting the scene and providing the
basic conflict for a player to act upon which will enable the player to be the
proactive part of the narrative/game experience. NOW is related to PAST and
FUTURE in a triadic relation schema as follows: The NOW is always either
the passed time (PAST) or the time to be (FUTURE). The concept NOW is
primarily designating the duration of the time span that is kept within short
term memory. The essence of NOW is that it is a moving point. NOW and
NOWNESS are duration and movement along a line or on a surface. It is not
spatial existence as such but related to space. Within a game the Game Ego is
the function that allows the player to move within the now and perform ac-
tions and experience the narrative elements i.e. the Game Ego provides pres-
ence within the game environment. The use of present time in a text based
adventure such as Zork situates the player in the environment at the present
time. Consider the opening lines of the game: “You are standing in an open
field west of a white house with a boarded front door. There is a small mail box
here.” (Zork). The use of present time signals presence within the environment
and within the story evolving. In this respect, time is handled in the same way
in Zork as in Pac-Man and Call of Duty 2. The player is present within the
game environment through the Game Ego. The time is now.
Game ego Presence in video and Computer Games 69
PoSTluDIuM
Play and games in general are probably more essential to humans than even
current research can fully understand. Computer and video games in par-
ticular are ways of technologizing the human desire for playing, competing,
learning and being social alongside other forms of technologies of play and
games such as card decks, footballs, board games, yo-yos etc. Computer and
video games have the ability to generate a vast amount of experiences. Com-
puter and video games relies on the integration of the human mind and the
human body which should be understood not as separate entities but as one
body/mind system. Games are important to humans in several ways and for
several reasons. We learn from games, we sometimes earn money from games
and we have yearn for games. Games are capable of being storytelling devices
as well as they may generate strong sensory immersion and a feeling of being
within an environment through tactile motor interactability through a Game
Ego within the game. Games are also fun, progressive and sometimes even
provocative (as are papers on computer and video games). To conclude this
chapter let us play an interactable story game of the simplest kind and have
some fun.
NoTeS
1. These aspects of Pascal’s work has in itself had its inflictions on games and gaming through his efforts
on a theory of probability which is at the core of calculating the odds in games like poker and play-
ing with dices.
2. NB: I do not suggest that Kalen and Zimmerman’s work is nonscientific as such.
3. In my earlier work (Wilhelmsson 2001b) I argued that a strong direct control was necessary for
establishing a Game Ego presence. The work of Gander (2005) has proved me wrong on this but has
also provided empirical evidence that supports the claim made about the Subject/Self.
4. Juul as well as Adams and Rollings have in later work suggested that there might be more room for
narrative within a game context than suggested by the works referred to (Juul 2005 and Adams &
Rollings 2007).
refereNCeS
Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins UP.
Aarseth, E. (2001). Computer Game Studies Year One. In Game Studies, 1(1). Retrieved 11 October
2006 from http://www.gamestudies.org/0101/editorial.html
Aarseth, E. (2004). Genre Trouble: Narrativism and the Art of Simulation. In P. Harrington and N.
Wardrip-Fruin (Eds.): First Person New Media as Story, Performance and Game, 45-47. Cambridge MA:
MIT Press.
Adams, E. & Rollings, A. (2003). Andrew Rollings and Ernest Adams On Game Design. Boston: New
Riders Games.
Adams, E. & Rollings, A. (2007). Game Design and Development. Saddle River: N.J.Pearson- Prentice-
Hall.
AFGNCAAP (n.d.). Retrieved 23 March 2007 from http://en.wikipedia.org/wiki/AFGNCAAP
Altman, R. (1984). A Semantic/Syntactic Approach to Film Genre. Cinema Journal, 23(3), 6-18.
Bellis, M. (n.d.). Computer and Video Game History Early arcade machines, the history of home
consoles, and the history of the video game. Retrieved 23 March, 2007, from
http://inventors.about.com/library/inventors/blcomputer_videogames.htm
Bordwell, D. & Thompson, K. (1993). Film Art: An Introduction. New York: McGraw-Hill.
Branigan, E. (1992). Narrative Comprehension and Film. London/New York: Routledge.
Caillois, R. (1961). Man, Play and Games. Urbana and Chicago: Illinois University Press.
Eskelinen. M. (2001). The Gaming Situation. In Game Studies, 1(1). Retrieved 19 February, 2006,
from http://www.gamestudies.org/0101/eskelinen/
Frasca, G. (1999). Ludology meets narratology Similitude and differences between (video) games and
narrative. Retrieved 3 August, 2006, from http://www.ludology.org/articles/ludology.htm
Frasca. G. (2003). Ludologists loves stories, too: notes from a debate that never took place. In M.
Copier & J. Raessens (Eds.): Level Up Digital Games Research Conference 4 - 6 November 2003 Utrecht
University. 92-99. Universiteit Utrecht & DiGRA. Retrieved 23 March, 2007, from
http://www.ludology.org/articles/Frasca_LevelUp2003.pdf
Gander, P. (2005). Participating in a Story. Ph.D. dissertation. Lund: Lunds Universitet,
Gibson, W. (1986). Johnny Mnemonic in Burning Chrome. New York: Arbor House Pub Co.
Herman, L., Horwitz, J. Kent, S. & Miller, S. (n.d.). The History of Video Games Retrieved 23
February 2007 from http://www.gamespot.com/gamespot/features/video/hov/
History of Video Games (n.d.). Retrieved 23 February, 2007, from
http://en.wikipedia.org/wiki/History_of_computer_and_video_games
Game ego Presence in video and Computer Games 71
Huizinga, J. (1949/2000). Homo Ludens: A study of the Play-Element in culture. Routledge. Retrieved
15 September 2006 from eBrary database.
Iser, W. (1974). The Implied Reader: Patterns in Communication in Prose Fiction from Bunyan to
Beckett. Baltimore: Johns Hopkins University Press.
Johnson, M. (1990). The Body in the Mind. Chicago: University of Chicago Press
Juul, J. (1998). A Clash between Game and Narrative. Retrieved 16 September 2006
from http://www.jesperjuul.net/text/clash_between_game_and_narrative.html
Juul, J. (2001). Games Telling stories? In Game Studies, 1(1). Retrieved 16 September, 2006,
http://www.gamestudies.org/0101/juul-gts/
Juul, J. (2005). Half-Rreal: Videogames between real Rules and Fictional Worlds. Cambridge, MA:
MIT Press.
Juul. J. (2003). The Game, The Player, The World: Looking for a heart of gameness. Retrieved 16 Sep-
tember, 2006, from http://www.jesperjuul.net/text/gameplayerworld/
Kent, S.L (2001). The Ultimate History of Video Games: From PONG to Pokemon – The Story Behind
the Craze That Touched Our Lives and Changed the World. Roseville: Prima
Lakoff, G. & Johnson, M. (1980). Metaphors We Live By. University of Chicago Press
Lakoff, G. & Johnson, M. (1999). Philosophy in the Flesh. New York: Basic Books
Lakoff, G. (1987a). Women, Fire and Dangerous Things. University of Chicago Press
Lakoff, G. (1987b). Cognitive semantics. Two views on cognition. In Eco, U, Santambrogio, M. and
Violi, (Eds.): Meaning and Mental Representations. Bloomington: Indiana UP
Lakoff, G. (1993). The Contemporary Theory of Metaphor. In Ortony, A. (Ed.): Metaphor and
thought. Cambridge UP.
Lakoff, G. (1996). Sorry I’m Not Myself Today. In Fauconnier and Sweetser (Eds.): Spaces, Worlds and
Grammar. The University of Chicago Press
Murray, J. (1997). Hamlet on the Holodeck. The Future of Narrative in Cyberspace. New York: The
Free Press
Murray, J. (2006). Toward a Cultural Theory of Gaming: Digital Games and the Co-Evolution of Me-
dia, Mind, and Culture. In Popular Communication, 4(3), 185-202.
Nash, J. (1950). Equilibrium points in n-person games. In Proceedings of the National Academy of Sci-
ences of the United States of America, 36(1), 48-49.
Ong. W. (1982/1990). Orality and Literacy : The Technologizing of the Word (in Swedish translation by
Fyhr. L., Hansson, G., and Perme, L. 1990) Gothenburg: Anthropos.
Pascal, B. (1660). Pensées: III English translation by F.W Trotter. Retrieved 23 September, 2006, from
http://www.leaderu.com/cyber/books/pensees/pensees-SECTION-3.html
Propp, V. (1968). Morphology of the folktale. Austin: University of Texas Press
Ryan, M-L. (2001). Beyond Myth and Metaphor - The Case of Narrative in Digital Media. In Game
Studies, 1, (1) Retrieved 18 January, 2003, from http://www.gamestudies.org/0101/ryan/
Salen. K. & Zimmermann, E. (2003). Rules of Play. Game Design Fundamentals. Cambridge, MA:
MIT Press
Sjöberg, B. (1999). Dramatikanalys: en introduktion. (Drama Analysis: an Introduction) Lund: Stu-
dentlitteratur ABs
Turing. A.M. (1950). Computing machinery and intelligence. The Journal of the Mind Association, LIX
(236), 433-60. Oxford UP. Retrieved 12 September, 2006, from
http://www.abelard.org/turpap/turpap.htm
Wilhelmsson, U. (2001a). What’s in those Videogames? In proceedings of Computer Games and Dig-
ital Textualities. IT-University of Copenhagen Denmark, 1-2 March 2001.
Wilhelmsson, U. (2001b). Enacting the Point of Being. Computer Games, Interaction and Film
Theory. Ph.d dissertation. University of Copenhagen.
72 wilhelmsson
Wilhelmsson. U. (2006a). What is a Game Ego (or how the embodied mind plays a role in computer
game environments) in Pivec. M. (Ed.); Affective and Emotional Aspects of Human-Computer Interac-
tion: Game-Based and Innovative Learning Approaches: Volume 1The future of learning. Amsterdam,
Tokyo, London, Berlin, Washington DC: IOS-press.
Wilhelmsson. U. (2006b). What is a computer/video game experience. Paper presented at The Virtual
2006, Rosenön, Sweden.
Wilhelmsson. U. (2006c). Computer games as playground and stage. In proceedings of CGIE 2006,
Perth, WA. December 4-6 2006.
Wittgenstein. L. (1953). Philosophical Investigations. Oxford: Blackwell.
Ödeen, M. (1988). Dramatiskt berättande: Om konsten att strukturera ett drama. (On the art of struc-
turing a drama). Stockholm: Carlsson Bokförlag
GaMeS
Alcorn, A. & Bushnell, N. (1972). PONG. Atari. (Arcade).
Bushnell, N. & Dabney, T. (1971). Computer Space. Nutting Asc. (Arcade)
Higinbotham, W. A. (1958). Tennis for Two. Brookhaven National Laboratory. (Dedicated hardware)
Infinity Ward. (2005). Call of Duty 2. Activision. 2005, (PC).
Infocom. (1981). Zork I: The Great Underworld Empire. (PC).
Insomniac Games. (1998). Spyro the Dragon. (PS).
Pazhitnov, A. (1998). Tetris. (PC).
Russel, S. (1961) Spacewar!. (PDP-1).
Tôru Iwatani. (1980) Pac-Man. Namco. (Aracde).
trad. (n.d.) Chess. (various platforms).
trad. (n.d.) Go. (various platforms).
laura vallius, Tomi Kujanpää & Tony Manninen
I
n our everyday society roles are numerable. A role can be considered, for
example, as a part performed by an actor in a drama, a functional posi-
tion in a certain organisation (e.g. a team leader), or a part taken in social
context (e.g. a friend or a mother). These different positions assumed in the
society come with a set of expectations (Coutu, 1951). For example, a team
leader is expected to behave in certain manner and to take certain actions.
Similarly communication in different social situations asks for appropriate
behaviour. Thus, roles can be thought to consist of behaviours that somehow
“ought to” or “should” be performed (Thomas & Biddle, 1966). Some roles
also require an act of assuming another mindset which is done, for example,
by actors when they prepare for a role performed on the stage (Stanislavski,
1961).
In our society everyone holds multiple roles and we shift naturally between
these roles (Coutu, 1951). It is rather common to describe persons through
the roles they occupy (e.g. she is a teacher and plays guitar in a rock band).
In a virtual world playing a role can be seen similarly as a sum of actions the
player engages in (e.g. she is a warrior dwarf and uses an axe). The player en-
tering a virtual world steps into a virtual body and at the same time receives
a set of expectations of behaviour. Therefore a person, a player, is by necessity
playing a role. (Morie, 2002) This role can be communicated to the player,
for example, through information about the world, presentation of gameplay
goals or through the game character description itself (his motifs, assets and
limitations) (Laurel, 1993).
Considering role as a set of behavioural rules that rise from expectations
offers a fruitful basis for viewing roles in computer games. In a way the game
assigns the expectations for the role. The game expects the player to take part
in certain actions or the game will not advance. In the strictest sense, if the
player refuses to take any of the offered roles, she can not succeed in the game.
In other words, the player needs to accept the behavioural rules and act ac-
cordingly in order to play the game. Often, in contemporary games, these
behavioural rules emphasize the mechanical nature of play. The role can easily
become a mere interface for task oriented action (achievement) of gameplay
74 vallius, Kujanpää & Manninen
order to assume the role (Friedl, 2003). The meaningful role in multiplayer
games can, therefore, be seen to form in the intersection of actions (achieve-
ment), social interaction, and aspects of submerging one’s self in the game and
the character (immersion). Defining a meaningful role with the concepts of
achievement, social interaction and immersion lead us to consider a theoreti-
cal model created by Yee (2006). The three aspects of experiencing a role form
an interesting connection with the three categories of player’s motivations of
play presented by Yee (ibid.).
escapism
Relax, Escape from RL,
Avoid RL Problems
1) Position in the society and a “day job”: “Your smuggled cargo awaits you on the western
bank, outside the castle area. You need to get it inside the castle walls and sell it. You
should do this as inconspicuously as possible - consider to whom you sell and avoid the
law.”
2) Primary objective: “You have decided to do your best in order to get Kutha elected. Your
duty is to hand out Kutha’s signs to as many individuals as possible: The more Kutha’s
signs are carried visibly the more definitely the voters trust that it is time to elect Kutha.”
3) Threat: “You got a hold of two pretty strange looking bucks – you were almost charged
with a crime for trying to use them in trade. Now you have to be careful and keep watch
on what kind of money you are offered! You do not want to get more fake money.”
4) Special knowledge: ”You are aware of the fact that the citizens of Oulu like the mayor
Antinpoika a lot – it would, however, be better, if he were a genuine scribe.” (Castle of
Oulu, 2005)
[1] “And from their fortressed camps in the cold forests loom the Buccaneers, raiding the
villages to eek out their Brutal livelihood. As they clash, their legends take form, their
stories entangle, and the glory arises from their scattered remains.” (Description of the
team, AirBuccaneers, 2005)
[2] “An earthy figure mingling with the trodden soil, she strides between the smoke trails
and small, still smouldering fires; it is early morning, she has some ways yet, tasks. With
long strides, she passes the fields, the earth takes over the little signs of toil spread-
ing from the village; it divulges more secrets, it touches you, yet it does not embrace.
Through the mingled branches dark, comes the sight of light playing across open water.
‘She killed his son, you know,’ he says. ’There was some reason for it, but damned if I
know what it was – a disease? Sacrifice?’ Here and there, the net catches the sun, glints;
most of the fish have strangled themselves, struggling against it. Those more recent are
still amidst their private battles: perched up in ragged rows, each with a noose to hang
from. She extends her hands, frees them; each dies in its turn. Less and less effort, now,
the task drifts toward conclusion without plan or forethought. All the while, her eyes
trace across the net; it extends without run or a tear…” (Description of the game char-
acter Hiljanharso, AirBuccaneers, 2005)
In addition, the players can choose to play a role of a pilot, an aimer, a fire-
man, or a loader amongst others. When each player behaves according to her
role, they accept and follow a set of appropriate behavioural rules. However,
immersing in any of the roles beyond the mechanical performance depends
greatly on the player’s effort and willingness to do so. Discovery and escapism
were present in a way that the players could freely fly above the mysterious
forests and relax and escape from real life problems. Playing a role as part of
story line or customization of the character were not supported at all.
In Castle of Oulu the immersive elements of the historical setting were en-
forced on the players. In the beginning of the game all players see a descrip-
tion of the virtual Castle of Oulu. The players can not skip this description;
however, whether they will use the information in gameplay is entirely up to
them. The following text is an example of the premise offered to the players.
experiencing a Multi-Player Computer Game through a Meaningful role 1
one very skilled player and six new players. This meant that the one skilled
player could not guarantee this team to win. Even if that one player had the
highest individual score, the team could still have lost the game. This made
the perfecting of skills less important than efficient team work and achievers’
experiences might have suffered from it. In addition, the game was designed
to support sharing of responsibilities to achieve maximum efficiency. Most
players did choose to take part in the action as part of a crew. This did not,
however, lead to notable choosing of roles. The players jumped from one role
to another constantly, according to each situation. This indicates that choos-
ing role positions was not in any way essential to gameplay and the immersion
to the game did not necessarily happen through a specific role position. In
addition, the achievement value of a crew with changing positions was not as
clear since the result was an outcome of a team effort.
The players of Castle of Oulu did experience difficulties in the area of
achievement. Especially players, who had lots of experience in playing com-
puter games, were confused and displeased. For example, it was difficult to
understand how to score points through social interaction. The numerical
values of actions were dependent on player’s performance in playing the role
of the character. If some players chose not to play the roles, others could not
fulfil the tasks of their roles. This sort of game design is very risky because
success of the gameplay depends on all the players. The individual perform-
ance of each player affects the performance of others. In the point of view
of an achiever a game like this can feel uncontrollable and, thus, impossible
to enjoy. On the other hand, players who had very little or no experience in
playing games, as well as younger players in general, were not discouraged
by the unconventional achievement aspect. In some cases the players were
pleased that high skill level on mechanical performance was not required to
score points.
likely to take the position of the captain. The others then filled in the positions
at an appropriate time. However, when the skills and interests of the players
started to emerge the selection procedure could change drastically. The result-
ing way of assuming the role positions was through verbal agreement between
the players. This type of communication had the biggest influence on how the
roles on the deck were assumed. Therefore, the impacts of social interaction
between players can be seen as the most effective and successful means for as-
suming the roles in AirBuccaneers.
Castle of Oulu revolved around socializing about in-game and off-game sub-
jects. All communication was conducted through speech. Most of the players
found social interaction to be one of the most fun features of the game. Yee’s
descriptions of social motivations of players proved to be predominant over
the design of the game. Nearly all of the players had friends playing with them
and the existing relationships overrode the relationships written into the roles.
Furthermore, in many cases the social goals of the roles were ignored and re-
placed by casual chat. Interacting socially as the game character and through
the role was quite rare. However, most players did try to reach some of the
goals and all players took part in the mundane task of trading goods.
Since most players did not play the role of their characters, their social
status, knowledge of other players and threats were left uncovered. This can
also be due to the fact that the players participated in the game only for a
short period of time and thus forming of a society or organised action was
less present. Although the players did not necessarily act out their roles, they
seemed to have formed a clear image of their character.
The background stories of the historical setting and the visual style of Cas-
tle of Oulu received lots of comments. In general the historical look and feel of
the place was appreciated. However, access of players was limited to a relative-
ly small space of a courtyard. The immersion of exploration of a continuous
world was broken by the limits of it. Many players expressed a wish to explore
the environment further and were frustrated by the small area of play.
One of the main goals of Castle of Oulu was to offer possibilities to role-
play a character. The immersive aspect of the role was offered mainly through
the written descriptions. This form of distributing information posed a prob-
lem. Even though the amount of text was minimised, many test players did
not concentrate on the description, but chose to, for example, talk to friends
sitting next to them. Written information was not considered valuable and
therefore it was not important to read it. In other words, this form of distrib-
uting roles was not effective. The players have to be motivated to learn about
their character and role, to be patient enough to read through descriptions.
In addition to written descriptions, the players were given game charac-
ters. The visual appearance of the game characters had great effect on the
adaptation of a role for many players. In general, the looks of the characters
were not appreciated by the players. Since the game characters were designed
to break some stereotypical ideas of how game characters should look like,
this is understandable. On the other hand in Castle of Oulu the players were
not allowed to choose the characters which lead to confusion and even more
disapproval. For example, one twelve year old boy had an elderly wrinkled
woman as a character and he found it quite hard to assume that role. In some
cases, however, the visual appearance of the game character seemed to help
in adopting the role. The players, for example, developed personalities for
their characters either through their own decision or sometimes through the
influence of the other players. In describing their characters they used words
like funny, easy-going, calm or annoying. This sort of immersion asks a lot
of willingness from the part of the player and in this case the majority of the
players were not ready or prepared for role-play on that level.
In addition to visual appearance of the characters, the players could not
choose any aspects of the roles. Some roles were seen as easier to appreciate,
like the role of a guard due to the functional aspect of arresting other play-
ers (familiarity aspect). However, some players clearly stepped into the role
and tried to reach the goals of their character as best they could. For example
one young boy whose goal was to persuade other players to vote Kutha for
mayor, continued the persuasion by shouting endlessly throughout the whole
one hour gaming session. Regardless of whether or not this can be seen as an
example of role-play, it at least it shows a degree of dedication and immersion
in the face of a social task.
DISCuSSIoN
In this study the design of meaningful roles for game environments was ap-
proached through different aspects of roles. Understanding how roles are ap-
experiencing a Multi-Player Computer Game through a Meaningful role 5
appropriate test groups will offer more conclusive data about immersing in a
character role in this game.
Another aspect of Yee’s model that needs to be pointed out is that the cat-
egories are not mutually exclusive. Most players enjoy aspects of all the three
categories. These players are willing to try and change roles according to the
aspects of game and personal state of mind. Shifting the emphasis of different
types of roles can be easy in computer environment, where anonymity is guar-
anteed and there are no real consequences to abandoning roles or behaving
inappropriately according to the definition of the role.
What is, then, the key to forming a meaningful role? As a result it can
be safely concluded that the design of meaningful roles does not necessarily
guarantee an experience of meaningful role for the player. On the other hand,
a design of less than meaningful role can lead to an experience of a meaning-
ful role for the player. Designing roles that have some level of meaning within
the gameplay, however, improve the possibilities for player to experience and
value the role as an important and personal aspect of a game.
refereNCeS
Battarbee, K. (2003) Co-experience: the Social User Experience. Proceedings of CHI 2003, Florida
USA, ACM.
Björk, S. & Holopainen, J. (2004). Patterns in Game Design. Hingham, MA, USA: Charles River
Media.
Coutu, W. (1951). Role-Playing vs. Role-Taking: An Appeal for Clarification. American Sociological
Review, 16(2), 180-187.
Crawford, C. (2003). On Game Design. New Riders Publishing, Indianapolis, Indiana.
Fine, G. (1983) Shared Fantasy – Role-Playing Games as Social Worlds. The University of Chicago Press, USA.
Friedl, M. (2003) Online Game Interactivity Theory. Charles River Media, Inc, USA.
Jakobson, M. & Taylor, T.L. (2003) The Sopranos Meets EverQuest: Social Networking in Massively
Multiplayer Online Games. Proceedings of the 2003 Digital Arts and Culture (DAC) conference, Mel-
bourne, Australia, 81-90.
Lankoski, P. (2004). Character Design Fundamentals for Role-Playing Games. In M. Montola, & J.
Stenros (Eds.): Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination. Preceding
papers for Solmukohta, 139-148. Helsinki: Ropecon Ry.
Laurel, B. (1993, 1991). Computers as Theatre. Addison Wesley Longman, Inc.
Morie, J. F. (2002). Coercive Narrative, Motivation and Role Playing in Virtual Worlds. Proceedings of
the 6th World Multiconference on Systemics, Cybernetics and Informatics, Vol. XII, Industrial Systems
and Engineering II, 473-479.
Mäkelä, E., Koistinen, S. Siukola, M. & Turunen, S. (2005). The Process Model of Role-Playing. In
Dissecting Larp – Collected Papers for Knutepunkt 2005. Retrieved 17 October 2007
from http://knutepunkt.laiv.org/The%20Process%20Model%20of%20Role-Playing.pdf
Rouse, R. (2000). Game Design: Theory & Practice. Plano, TX: Wordware Publishing, Inc.
Salen, K. & Zimmerman, E. (2004). Rules of Play - Game Design Fundamentals. Cambridge, MA: The
MIT Press.
Stanislavski, C. (1961). Creating a Role. London: Methuen Publishing Limited.
Taylor, T.L. (2003). Power Gamers Just Want to Have Fun?: Instrumental Play in a MMOG. In M.
Copier & J. Raessens (Eds.): Level Up Digital Games Research Conference 4 - 6 November 2003 Utrecht
University, 300-311. Universiteit Utrecht & DiGRA.
experiencing a Multi-Player Computer Game through a Meaningful role 7
Thomas, E. & Biddle, B. (1966). Basic Concepts for Classifying the Phenomena of Role. In B. Biddle,
B. & E. Thomas (Eds.): Role Theory: Concepts and Research, 23-45. John Wiley & Sons, Inc.
Turkle, S. (1999). Cyberspace and Identity. Contemporary Sociology, 28(6), 643-648.
Yee, N. (2005). A Model of Player Motivations. In The Daedalus Project. Retrieved 26 March 2007,
from http://www.nickyee.com/daedalus/archives/001298.php
Yee, N. (2006) Motivations of Play in Online Games. CyberPsychology and Behavior, 9(6), 772-775.
GaMeS
LudoCraft (2005) AirBuccaneers. Mod for Unreal Tournament 2004: Editor’s Choice Edition. Atari
Inc. (PC).
LudoCraft (2006) Castle of Oulu 1651. Unpublished. (PC).
ParT Two
Bordering Play
INTroDuCTIoN To ParT Two
I
n his book Homo Ludens – a study of the play element in culture (1955),
Johan Huizinga argued for the inseparability of play from culture and vice
versa, and mentioned magic circles among the arenas in which play can
take place. The term has since been picked up by many theorists and used in a
more abstract sense, referring to a sphere or domain of play in both space and
time. For Huizinga, it seems to be important that the borders of a magic circle
and the rules of play are defined before players set out to play. A certain debate
(see e.g. Salen & Zimmerman, 2004, pp. 93-99, Copier 2005, Pargman &
Jakobsson, 2006) has hovered around the concept of a magic circle, regarding
the demarcation of the domain of play – who or what is the one that draws
the line between play and non-play, or game and non-game.
Such debate is valuable as it secures the ontological foundations of con-
cepts used in game studies and contributes to the unfolding of the ways in
which games connect with the realities of their participants. Regarding the
practices and lived experience of play, the border between play and non-play
is, in both experiential and cultural senses, rather dynamic if not elusive. As
Taylor (2006, pp. 151-3) notes, “virtual” spaces leak over into “real” worlds
and the practices of play are integrated with those of everyday life.
Beginning with the launch of games like Ultima Online (1997) and Ever-
Quest (1999), the past decade has witnessed the growing success of massively
multiplayer online games (MMOGs), due to which the social, ethical and
economical issues arising from the differences between the “real” and the “vir-
tual” concern an increasingly large number of people. MMOGs also prompt
revisiting the conceptions of the rules of a computer game. While a player in
a single-player game is free to break the rules at will, the players of many sub-
scription-based online games act within frameworks defined by Terms of Use
and End-User License agreements. These can be seen as examples of the game
rules claiming new territory from a larger socio-cultural domain. It would be
rather tempting to conclude that in MMOGs, the magic circle is demarcated
not only by the players and/or the game before the start of play, but ultimately
by a corporate game master who adjusts the perimeter of the magic circle in
Bordering Play 91
real time and whose choices, often expressed in the form of legally binding
agreements, are anything but apolitical.
The second part the book, Bordering Play, discusses the conceptual and
practical overlaps of games and everyday life and the impacts of setting up,
crossing and breaking the boundaries of a game and non-game. Chapters in
the second part look at activities, practices and approaches, all somewhat off-
beat, which aim to alter the experiences of involved players and demonstrate
certain breaks from the idea of games as enclosed and self-contained. The
players are seen primarily as social and cultural beings, participants in circles
where it is not always clear who is in control.
Brian Jennings writes about otherness in the context of the social experi-
ence of playing and the role of other players in forming such experience. As
language has replaced physical difference as a sort of signifying shorthand for
identity in contemporary online games, notions of race and ethnicity have
entered the playing field. Using World of Warcraft (2004) as an example, Jen-
nings discusses otherness in relation to the Terms of Use agreement and the
players’ competences in using the English language. With reference to the
practice of “gold farming”, he examines the practice of “othering” taking place
in the game.
Gareth Schott looks at the analytical and interpretative media tools the
players of World of Warcraft use when documenting events inside the game.
Among other things, he observes that in the same way as photographs are tak-
en at birthday parties, players document their key moments in the game. See-
ing the documentative practices as resembling an “anthropology of ourselves”,
an effort of the British Mass Observation movement in the 1930’s, Schott
examines the practices of articulating and conceptualising the inhabitation of
a virtual world that is constructed by its developers as a designed experience.
In this analysis intertextual connections, with traditional media texts, appear.
Julian Kücklich’s chapter focuses on cheating in single-player games. He
presents cheating as an issue which is often brushed aside but is still important
to study in order to understand the variety of experiences games have to offer.
What is common to all forms of cheating is that they alter the way players ex-
perience the game. It changes either the look and feel of the game or the abili-
ties of the player’s avatar. Cheats can be genre-related, but also non-generic,
can interfere with the game’s background and refer to the cyborgian nature
of a computer game player. By discussing examples from Deus Ex (2000),
Kücklich distinguishes different types of cheats based on how they extend the
player’s possibilities.
Thomas Duus Henriksen looks at the player’s experience as extending to
cover everyday life, and the implications such extension has for a (serious)
game’s abilities to address real-world issues. The empirical cases in this chapter
are two implementations of EIS Simulation, a serious game about change
management. In a particular understanding of learning games, setting a scene
for a deviation from optimal experience can to be beneficial. Rather than
bringing reality into games, Henriksen suggests that games should be staged
in reality.
92 Part Two
In the final chapter of second part, Pau Waelder Laso, uses PainStation,
an artist-built game console, to explore the limits of the concept of a game as
fun and harmless. Waelder points out the importance of the social dimension
in the PainStation duels, as he observes players’ experiences with PainStation
as leaving traces, both cultural and physical, which can be compared and dis-
cussed with other players within and outside a particular playing session.
refereNCeS
Copier, M. (2005). “Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic
Circle”. In Proceedings of Digital Games Research Conference 2005, Changing Views: Worlds in Play.
Retrieved April 25, 2008, from http://www.gamesconference.org/digra2005/viewabstract.php?id=108
Huizinga, J. (1955). Homo Ludens. A Study of the Play Element in Culture. Boston: Beacon Press.
Pargman, D. & Jakobsson, P. (2006). “The magic is gone: a critical examination of the gaming situa-
tion.” In M. Santorineos (Ed.): Gaming Realities. A challenge for digital culture, 13-22. Athens: Fournos.
Salen, K. & Zimmerman, E. (2004). Rules of Play. Game Design Fundamentals. Cambridge, MA &
London: The MIT Press.
Taylor, T.L. (2006). Play Between Worlds. Exploring Online Game Culture. Cambridge, MA: MIT
Press.
GaMeS
Blizzard Entertainment (2004) World of Warcraft. Vivendi Universal.
Origin Systems & Electronic Arts (1997) Ultima Online. Electronic Arts.
Sony Online Entertainment (1999) EverQuest. Sony Online Entertainment.
Ion Storm Inc. (2000) Deus Ex. Eidos Interactive.
Brian Jennings
Racial imagery is central to the organization of the modern world [...] The
myriad minute decisions that constitute the practices of the world are at every
point informed by judgments about people’s capacities and worth, judgments
based on what they look like, where they come from, how they speak, even
what they eat, that is, racial judgments (Richard Dyer, 1997, p. 1)
It should be obvious that access to the means by which ideas are disseminated
in our society [...] is not the same for all classes. Some groups have more say,
more opportunity to make the rules, to organize meaning, while others are less
favorably placed, have less power to produce and impose their definitions of
the world on the world (Dick Hebdige, 1979, p. 14)
I
t may come as a surprise to some, but there are a lot of people who spend
a lot of time playing online games. The juxtaposition of the phrase “online
games” with “a lot of people” could potentially lead to certain inferences
about exactly what kind of people these are – perhaps slide-rule toting white
males, or socially awkward teenagers holed up in a parent’s basement comes
to mind – inferences that are not necessarily representative of the quickly ex-
panding and evolving market for online games. In a recent consumer survey
conducted by ESA (Entertainment Software Association), the trade associa-
tion of the computer and video game industry in the United States, it was
revealed that while there are many teenagers that play video and online games,
94 Jennings
the majority (62%) are over 18, with the average age of the game player being
30. In fact, 19 percent of those that regularly play are over the age of 50 (Es-
sential Facts About the Computer and Videogame Industry, 2005). Addition-
ally, while there are more men than women that play, it is a relatively small
difference with a gap that is expected to steadily decrease as the video and
computer game industry learns to better court women as an audience (Dickey
& Summers, 2005).
Misconceptions about who is playing online games does not end with
stereotypes about age and gender demographics; online games such as World
of Warcraft (2004), Dark Age of Camelot (2001), and Vanguard: Saga of Heroes
(2007) have large international followings and include people from all socio-
economic strata, race, sexual orientation, and religious affiliations. Websites
for these games are available in numerous languages where people from all
over the world can talk about everything from game strategy to displaying
fan created art.1 According to DFC Intelligence, an organization that tracks
the computer gaming market, “more than 100 million people worldwide
[are] logging on every month to play interactive computer games” (Barboza,
2006).
In addition to misconceptions about who is playing, there is, perhaps,
confusion regarding what sorts of activities occur and the investment that
players put into these games. The January 2003 edition of Wired had an
article about a man named John Dugger, a Wonderbread deliveryman, who
“logged on to eBay and, as people sometimes do these days, bought himself
a house” in an “excellent location [...] nestled at the foot of a quiet coastal
hillside, the house was just a hike away from a quaint seaside village and a
quick commute from two bustling cosmopolitan cities” (Dibbell, 2003). The
house that he purchased for $750, representing a week’s wage for Dugger, did
not exist anywhere in the real world – but in the fantasy realm of Britannia,
located on a server for the game Ultima Online (1997). Dugger’s $750 house
purchase was later dwarfed by the media coverage of the purchase of an island
in the game Project Entropia (2003) for a reported $26,500 – more unbeliev-
able perhaps is that the purchaser bought the island with the intention to “sell
plots to people who wish to build virtual homes” and “tax other gamers who
come to his virtual land to hunt or mine for gold” (Gamer Buys $26,500 Vir-
tual Island, 2004). The purchase of a “pleasure paradise” space station in the
same game in the fall of 2005 for $100,000 to take advantage of virtual “min-
ing and taxation rights” as well as a “mall shopping booth and market stall
owner deeds, a land management system, a billboard marketing system, and
space station naming rights” (Gamer Buys Virtual Space Station, 2005) indi-
cates that the people who plays these games take the virtual worlds that they
inhabit seriously enough to invest large amounts of money to enhance their
gaming experience and the quality of their virtual lives. The economic activ-
ity generated in-game by players of online games – that is the “buying and
selling of money and other virtual items” – amounts to “at least $30 million
annually in the United States, and $100 million globally,” (Castronova, 2005,
p. 2)2 rivaling the GDP of some African nations (Virtual Gaming Worlds
wTfpwned by Chinese Gold farmers 95
In addition to a player’s ability to explore the video game world, fight mon-
sters, go on various quests, and even learn a trade like tailoring or blacksmith-
ing, a player shares the world with thousands of other players. In fact, the
social aspect of the game is an important part of the world’s design and per-
haps one of the things that many players find most enjoyable and invigorating
about playing. Although the content of the world does not ordinarily change
from day to day, the presence of thousands of individuals interacting with the
game world and each other provides a source of variety that keeps the game
interesting even after hours of doing repetitive tasks. Blizzard notes that,
Blizzard’s World of Warcraft game has 5.5 million global subscribers paying
about $16 a month to interact with thousands of other gamers in this fantasy
world. That game, which is rumored to have cost $55 million to create, is gen-
erating approximately $50 million in monthly revenue and will bring in close
to $1 billion in a full year. (Gaudiosi, 2006)
In a press release that followed the launch of the expansion, The Burning Cru-
sade (2007), Blizzard officially announced that the player base had surpassed
8.5 million subscriptions (World of Warcraft: The Burning Crusade Continues
Record-Breaking Sales Pace, 2007) with more than 2 million subscriptions
in North America and 3.5 million in China (World of Warcaft Surpasses 8
Million Subscribers Worldwide, 2007). Like other popular online games,
World of Warcraft has managed to attract a large and loyal fan base that pays
a monthly subscription fee in order to interact with others in the game world
wTfpwned by Chinese Gold farmers 97
and on the game’s community boards. For many who play World of Warcraft,
the game and its back-story and bevy of characters, the social milieu of the
server where a player has created characters, and the online zeitgeist serve as an
important locus of social interaction as well as the inspiration for the creation
of game specific cultural artifacts.
In much the same way that cult fans of other media such as television or
movies create fanfic and artwork about the subject of their obsession, many
World of Warcraft players experiment with extending the hyperdiegesis (Hills,
2002, p. 137)7 of the game world by creating movies8 that articulate the ex-
ploits or personal histories that they have created for their characters. Oth-
ers create original artwork, or speculate on the directions that the World of
Warcraft storyline could potentially go by creating their own narratives. The
world created by Blizzard, much like traditional cult texts in television and
film, offers a setting that “reward[s] re-reading due to its richness and depth”
leading to “stimulating creative speculation and providing a trusted environ-
ment for affective play” (Hills, 2002, p. 138). Rather than merely being a
flat, two-dimensional representation of a reality, the game world is extended
beyond the game itself when players create and interact with cultural artifacts
inspired by their experience within the game, with the story, or with others
they have played with. Although Henry Jenkins and others9 have discussed
in great detail fandom and fan culture, much of that discussion has focused
on media such as comic books, television and movies. Admittedly, there is
much cross-over between fans of cult media and online games, but the social
experience engendered by an online world is different enough – replete with
its own unique system of signs and meanings as well as social codes – to war-
rant additional and more specific scholarship.
In addition to being the impetus for cultural creation, the game world also
acts as a public forum and an important site of social interaction for many
of the players. A recent article on CNET documents the story of a World of
Warcraft guild called “We Know” that begs the question of whether online
games could be the “new golf,”
Sure, it has about 100 members, some of them wealthy, a few of them wildly
wealthy. On the membership roster are at least 10 people who have the letter
“C” in their job titles. And members of this particular club say they’ve joined
so they can bond with friends and other like-minded people. But there’s one
big difference between “We Know” and famed clubs like San Francisco’s Ol-
ympic Club and the New York Athletic Club: “We Know” exists only in the
virtual world. It’s one of many virtual guilds, or groups of kindred players, in
the popular “World of Warcraft” online game. (Terdiman, 2006)
The guild, which includes a “concentration of movers and shakers in the tech-
nology world,” represents a space where like-minded people can get together
and talk shop while playing the game. In much the same way that important
deals have been made over a round of golf in the real world, these technology
CEO’s and industry insiders will often cook up business schemes and then
9 Jennings
discuss them in guild chat for feedback, “I can throw out a blog idea . . . to
people who would actually know what I’m talking about while I’m running
around hunting ox or something” (Terdiman). A similar dynamic is found
in many of the guilds that are created in World of Warcraft; individuals band
together in game space because of some shared common interests that they
have outside of the game. Guilds are often created by groups such as firemen
and individuals in the military as well as by people who are interested in the
same kind of music or who speak a certain language.10
By the same token, divergence of common interest, worldview, or language
can be the cause of rifts between individuals and groups. It is a common
practice to kick people out of a guild if they do things that are perceived as
negative to the majority of guild members; this could include constant swear-
ing, using derogatory racial epithets, or having your character power-leveled
by a company that specializes in getting your character to the highest level in
the shortest amount of time (Barboza, 2006)11 – all activities which are often
frowned upon by many in the gaming community. It is also possible to put
people whom you have found offensive or otherwise not to your liking on an
“ignore” list, which makes it impossible for them to talk to you, or for you to
even see the things they say in the chat field.
Another important element that has a powerful influence on the dynamics
of the game world – buffering it in a sense from the real world – is the TOU
(Terms of Use, 2006) that every player agrees to abide by, and the way that the
TOU are enforced by Blizzard GMs (Game Masters) (What Does a GM do?,
n.d.)12. The rules of the TOU are designed to preclude any activity that would
mar the game playing experience of anyone else – I will focus on the elements
of the TOU that specifically deal with naming and chat rules, as these repre-
sent the primary means by which players represent themselves in the online
world. Regarding naming, the TOU in part states that,
When you choose a character name, create a guild, or otherwise create a label
that can be seen by other players of World of Warcraft, you must abide by the
following guidelines as well as the rules of common decency. If Blizzard Enter-
tainment finds such a label to be offensive or improper, it may, in its sole and
absolute discretion, change the name, remove the label and corresponding chat
room, and/or suspend or terminate your use of World of Warcraft.
[...] That incorporates ‘swear’ words or which are otherwise offensive, defama-
tory, vulgar, obscene, hateful, or racially, ethnically or otherwise objectionable
[...] Belonging to any religious figure or deity [...] Related to drugs, sex, alco-
hol, or criminal activity [...] (2006)
For the most part, in my own experience and from what I have understood
from the experience of others as posted in forums, the notion of abiding by a
general sense of the “rules of common decency” characterizes Blizzard’s posi-
wTfpwned by Chinese Gold farmers 99
tion on the policy of naming both guilds and characters. The rules that are
laid out in the naming policy generally try to stamp out any and all contro-
versial, bigoted, offensive, or prejudicial name or potential name that a player
could choose.
On one server where I started a new character, a guild was formed that
was called “Dubya Tee Ef ” – which is a phoneticization of “wtf,” Internet
parlance for “What the fuck?” The guild was not around more than a week or
two before it was either reported by a player (perhaps the most common way
of bringing TOU violations to the attention of Blizzard) or a GM noticed it
and disbanded the guild. Another common guild name that is present in one
iteration or another on multiple servers is “Wehavecandygetinthevan” – or,
We have candy get in the van – a “humorous”13 reference to child kidnap and
molestation which is meant to communicate to those that they fight against
that they will similarly be taken advantage of or overpowered. Usually, guilds
with such obviously sexually charged and/or violent language do not last long.
While the aforementioned guilds did not persist, on a different server a guild
named “Ching Chang Chinamen” – a negatively charged moniker that could
be considered a racial epithet by many – existed for several months without
being disbanded despite being an obvious violation of the TOU. What is in-
teresting and most telling about the contours of permissibility created by the
application of the “rules of common decency” and the culture that gives those
rules meaning are the naming and chatting practices that could be construed
as offensive but, for whatever reason, are never subjected to the same punish-
ment or penalties as other practices which are deemed offensive.
As a test of the character naming rules, I created a character and named
him “Whitetrash” – a clear violation of the “racially, ethnically or otherwise
objectionable” clause of the TOU. I played on this character for about a week
before I received the following email,
Greetings Brian,
Account Name: -------
Realm: Staghelm
Character Name: Whitetrash
Offense: Inappropriate
This category includes both clear and masked names which:
. Are mildly inappropriate references to human anatomy or bodily functions
. Consist of any alphanumeric character not normally found on a standard
101/102 key keyboard (O§iri§, Yelena, Jason; Does not apply to Guild or Pet
Names unless used to impersonate an existing guild)
. Are references to illegal drugs or activities
. Have neutral or positive racial/ethnic/national connotations
. Have neutral or positive connotations of major religions or religious figures
(i.e. Jesus, Christianity, Buddha)
100 Jennings
The name selected for this character has been deemed as inappropriate for the
World of Warcraft by the In-Game Support staff of Blizzard Entertainment.
Upon your next log-in, you will be prompted to select a new character name.
(Email from [email protected], October 14, 2005)
I was not surprised to receive the warning and notification to change my char-
acter’s name as it has racial connotations that could be construed as negative
by the “rules of common decency.” What the email does not indicate, howev-
er, is the fact that many naming violations occur which seem to go below the
radar of the “rules of common decency”, perhaps because the majority of play-
ers do not recognize or find offensive what could be construed as prejudicial
to certain minority groups. The name “Whitetrash” is prima facie offensive to
most white people, who probably make up the majority of World of Warcraft
players on US servers.14 On the other hand, I have seen players go for months
with no disciplinary action with names like “Yahweh,” the name of God in the
Torah, “Pantyraider,” perhaps suggesting sexual promiscuity or prowess, and
“Stynkfyst,” referencing an erotic sexual practice. All three of these terms, as
names of characters, appear to be at odds with the TOU, but because they do
not at some level register with the general populace as contravening the “rules
of common decency,” these names are not reported. When I asked the player
named “Yahweh” if he knew that his character’s name could be offensive to
Jewish people, he/she replied, “I know, I don’t care.” In this way – through an
uneven, often unintentional enforcement of the TOU regarding the creation
of names – a sense of “otherness” and a sense of privilege for certain groups of
people are carried over from the real world and inhabit the synthetic world.
I use the word “otherness” as it is commonly employed by cultural critics
who have addressed issues of postcolonial thought in related fields, such as
Edward Said and Gayatri Spivak. “Otherness” occurs or is enacted when the
policies, practices, and/or culture of a dominant group habitually exclude,
demoralize, debase or disfigure other groups in order to ensure the dominant
group’s cohesiveness and identity. While I am familiar with the tradition of
postcolonial critiques of ideological imperialism and violence in literary and
film studies, I am going to take the advice of David Bordwell and avoid the
impulse to start with the theory and make my empirical data match up (Bor-
dwell, 1996). Methodologically this is necessary because I am examining with
specificity the intersection of “otherness” and the medium of online games
– a burgeoning field that is just beginning to produce theoretical writings that
address the unique experience of online gaming.
While the inequity of the TOU enforcement for naming underscores ten-
sion between a sense of “otherness” and a sense of privilege in the game world,
it is in the actual communication via chat that a language of difference or
“othering” is most apparent. The TOU rules regarding chat have a similar
wTfpwned by Chinese Gold farmers 101
objective as the rules for creating character and guild names, that is, to ex-
clude any potentially disruptive element that could mar most players’ ability
to enjoy the game,
Note that Blizzard specifically states that they are “under no obligation to
monitor chat, and [that you, the user should] engage in chat at your own
risk,” (2006) indicating that, again, this notion of “common decency” vis-
à-vis the majority of players, is the guiding principle behind what you can
and cannot say in chat. Additionally, because of the ephemeral nature of
something such as chat – combined with the fact that most people who are
in the game are usually busy completing a task or going from one location to
another, it is possible to say something that is far outside of what could be
construed as conforming to “common decency” with essentially no fear of
reprisals from GMs or other players.
Two of the ways that the rules about chat are regularly broken are in re-
gards to sexual orientation (i.e., negative comments about homosexuality or
women) and ethnicity. Although references to African-Americans and Lati-
nos are less common and more often frowned upon, Chinese people are regu-
larly and freely disparaged as being “farmers” who destroy the quality of game
play for “everyone,” read – a mostly white, male, middle class player base.
Between remarks made about homosexuality and “gold farmers,” comments
that disparage Chinese people and culture are much more commonly made
without any sort of response from players or GMs – due in large part, I feel, to
the fact that they are not able to address much of the criticism that is directed
at them. Many lack the English ability to adequately defend themselves and
cannot overcome the hegemonic “common sense” (Williams, 1977) that all
people that cannot speak English are gold farmers or power-levelers,15 ergo
are in some way disrupting “everyone’s” ability to enjoy the game. Addition-
ally, while many of the English-speaking players are preternaturally aware of
issues of race and prejudice because of the attention of the media and popu-
102 Jennings
As a result, players are asking anyone who wants to join a group to type one
or two sentences in English. If the sentences contain spelling or grammar mis-
takes, the player is rejected. Since you have to join groups to complete certain
quests in WOW, this is presenting many Chinese players with a serious prob-
lem. (Gibson, 2006)
wTfpwned by Chinese Gold farmers 103
The fact that there were more than 7,000 posts complaining about racial dis-
crimination indicates that the characterization and discourse of difference
perpetuated via chat and other exclusionary grouping practices is having a
palpable effect on many Chinese player’s ability to enjoy the game. Also,
any possibility of success in altering perceptions of Chinese players is grim at
best as they are not able to directly address the problem in the communica-
tive apparatus provided by the game or take part actively in the larger gamer
community as a result of the language barrier. For many players, the game
world is, perhaps, the only interaction that they have ever had with Chinese
people. There is a real danger for many players of formulating negative ideas
about what it means to be Chinese because of the pervasive and at the same
time blasé comments that appear regularly in game chat, on forums, and in
the gamer media generally.
There are countless examples in game and on various forums dealing with
World of Warcraft that illustrate the “common sense” notion that has devel-
oped regarding either negative playing practices (i.e., gold-farming, “ninjaing”
or stealing items, not following instructions, etc.) or inability to communi-
cate well in English with being “Chinese.” In a thread on www.worldofwar.
net where a regular poster has been the target of Blizzard GMs for alleged
gold-farming, the poster defends himself by claiming that he is not “some fat
Chinese kid with no life.” When a poster to the forum questions the use of
such pejorative phrasing another poster defends the original poster’s charac-
terization,
Hayek: Yes and no. Sad fact about the state of WoW is
that a lot of the goldsellers are clearly chinese, as proven by character names
such as xiaoyang and common mistakes in their english. Fact is also that the
goldselling companies buy the services of chinese subcontracters who farm
the gold.
Not all Chinese (on the european servers, we’re not talking about the com-
mie or Taiwanese servers here) are goldsellers, but pretty much all commercial
goldsellers you come across are identifiably chinese. (World of War.Net, April
27, 2006)
players that do not speak English well are met with rationalizations like those
in Hayek’s reply – common mistakes in English equates to Chinese which
translates into a group of people who are destroying your game play. In an
environment where language has replaced physical difference as a sort of sig-
nifying shorthand for identity, the ability to navigate the game world and its
internet counterparts in English operates in much the same way as whiteness
does as a physical marker in the “real” world (Dyer, 1997, p. 1). Game space
is claimed by and belongs to those with the access to English, while those who
lack the proper language skills are outsiders whose presence is questionable
and not as valid – the centrality of English as a marker of “properness” has
become naturalized.
The centrality of language and the major role that the textual experience
has in game space, especially as a means of alternately dividing and uniting
groups of players based on their access to language, is demonstrated by the re-
cent incident where a player, Sara Andrews, was given an email warning from
Blizzard for advertising her “gay, lesbian, bisexual, and transgender ‘friendly’
guild” in general chat (Ward, 2006). According to Andrews, she received
an email that accused her of violating the TOU in regards to “Harassment
– Sexual Orientation… This category includes both clear and masked lan-
guage which insultingly refers to any aspect of sexual orientation pertaining
to themselves or other players” (Terms of Use, 2006). Andrews felt that in ad-
vertising her GLBT friendly guild she had not disobeyed the TOU stipulation
regarding harassment and proceeded to exchange several emails with Blizzard
in attempt to come to an understanding. Initially, Blizzard was unmoved,
While we appreciate and understand your point of view, we do feel that the
advertisement of a ‘GLBT friendly’ guild is very likely to result in harassment
for players that may not have existed otherwise. If you will look at our policy,
you will notice the suggested penalty for violating the Sexual Orientation Har-
assment Policy is to ‘be temporarily suspended from the game.’ However, as
there was clearly no malicious intent on your part, this penalty was reduced to
a warning . . . it may incite certain responses in other players that will allow for
discussion that we feel has no place in our game. (Sliwinski, 2006)
on the Internet and got other large “gay friendly” guilds involved in a letter
writing campaign (Sliwinksi). Andrews posted in numerous World of Warcraft
forums and, after explaining her side of the story, for the most part received
support and encouragement from the gamer community. Several news sites
picked up the story and Lambda Legal, a legal gay rights group, in support
of Andrews contacted the president of Blizzard, Paul Sams, indicating that
the mere mention of sexual orientation could not be construed as harassment
– suggesting the potential for litigation on Andrews’s behalf (Blizzard’s Reac-
tion, 2006).
Shortly after being contacted by Lamda Legal, Paul Sams issued a state-
ment recanting the GMs initial ruling on the issue, terming it an “unfortunate
mistake,”
Although Blizzard is well within its rights to insist that players avoid referring
to other gamers in an “insulting manner,” Blizzard cannot issue a blanket ban
on any mention of sexual orientation or gender identity [...] Blizzard strives
for a game environment in which everyone can feel welcome. With that goal
in mind, Blizzard’s in-game policies prohibit harassment of other players in
general, and specifically prohibit harassment of other players based on their
sexual orientation.
Whether it was the threatened litigation or the belated realization that there
had been a misapplication of their own rules, Sams apologized and reiterated
Blizzard’s position that they are opposed to “harassment of other players in
general” and specifically “based on their sexual orientation” (Blizzard’s Reac-
tion, 2006). Blizzard’s acknowledgement and mea culpa has probably done
little to curb the rampant homophobia and gay bashing present in general
chat (Peckham, 2006), but Andrews was able to score something of an ideo-
logical victory for gay rights in the game. The knowledge that there is a viable
means of recourse for players who have an interest in protecting the ability of
GLBT “friendly” players to enjoy the game – that those players are not totally
marginalized is a result of Andrews and her sympathizer’s ability to effectively
navigate the lingual landscape and draw attention to their cause.
Unlike the 7,000 Chinese posters at Tales of Warcraft (Gibson, 2006) who
reported abuse and voiced their concerns in Chinese and apparently never
had those concerns addressed, Andrews was able to elicit a response from the
Blizzard president and have some game mechanics altered to accommodate
her search for potential GLBT friendly guild members. Although English
speaking GLBT friendly players are likely still marginalized to some degree by
many of the other players through the use of pejorative terms, because they
can handily navigate game space in the dominant language of U.S. servers,
106 Jennings
they are not ostracized to the same degree or in the same manner as those
without a certain level of access to English. In World of Warcraft it appears that
the operation of “otherness” is more dependant on and a function of language
access rather than lifestyle.
As synthetic worlds become increasingly populated it is important to re-
member, as Edward Castronova has pointed out, that despite their inherent
virtuality, such spaces are still “human” (48). While this fact makes synthetic
worlds compelling sites of socialization and interaction, it also makes them
subject to many of the fault-lines – ideological and otherwise – that exist in
the real world. Just as in the real world, some groups have more and better
access than other groups in determining the contours of permissibility: what
is punishable and who is punished. Some critics, such as Richard Dyer and
George Lipsitz, would suggest that race is the “unmarked category against
which difference is constructed,” serving as an unacknowledged “organizing
principle in social and cultural relations” (Lipsitz, 1998). In a video game
world, where you never actually see the other person, how is it possible for
race/ethnicity to play a major role in social and cultural relations? The short
answer appears to be language.
NoTeS
1. There are examples of this found all over the internet. A popular strategy site can be found at http://
vnboards.ign.com/World_of_Warcraft_Main_Boards/c14461/, and a popular site for fan art can be
found at http://www.warcraftcentral.com/gallery/fanart/, Last checked March 19, 2006.
2. In a recent study commissioned by Activision, this figured has been estimated at closer to $1 billion a year.
6. In World of Warcraft you kill monsters and complete quests to gain experience. After accumulating
enough experience you gain a level – which is a milestone of sorts, giving players increased abilities.
Initially in World of Warcraft level 60 was the highest level that a player could achieve – taking any
where from a week to several months depending on the player. The recent expansion, The Burning
Crusade, raises the level cap to 70.
7. Hills notes that, “Another defining attribute of the cult text is hyperdiegesis: the creation of a vast
and detailed narrative space, only a fraction of which is ever directly seen or encountered within the
text, but which nevertheless appears to operate according to principles of internal logic and exten-
sion.”
8. World of Warcraft Movies Available at: http://www.warcraftmovies.com/, Last checked March 20,
2006. There are literally thousands of player created videos dealing with any number of topics
– many of which have been downloaded hundreds of thousands of times.
9. After the publication in 1992 of Henry Jenkin’s Textual Poachers: Television Fans and Participatory
Culture, many others have done case studies and other work that addresses the notion fandom and
participatory culture – mostly dealing with television and movies.
wTfpwned by Chinese Gold farmers 107
10. Renaissance on the European Shadowsong server is a guild for people who speak Russian, http://
www.shadowsongeurope.com/index.php?option=com_content&task=view&id=17&Itemid=30&gi
d=94345, Last checked March 19, 2006. Guilds for various groups, such as firemen, policman, and
other occupations are regularly advertised at http://forums.worldofwarcraft.com/board.aspx?fn=wow-
guild-recruitment.
11. “It costs $269 to be transported to Level 60 in Warcraft, and it typically takes 15 days to get the
account back at the higher level.”
12. “Game Masters are there to help and to enhance your playing experience. If you are having any
problems with the game or with other players you can contact a GM for prompt and courteous
assistance.”
13. When I questioned a member of the guild “Wehavecandygetinthevan” about the motivation/mean-
ing of the guild name, they replied that it was “humorous.”
14. Although it deals with console video games, the report found at http://www.alexassoc.com/games/
GDmemo.shtml#demo demonstrates that there is a marked disparity between white households
and African-American households vis-à-vis video game consumption. In addition, although Asians
represent a large portion of the World of Warcraft market, 3.5 million Chinese out of 8.5 million
total subscriptions as noted here, “Chinese WOW Players Speak Out,” Eurogamer Available at:
http://www.eurogamer.net/article.php?article_id=62500, Last checked March 19, 2006, Chinese
players have their own server – though admittedly many choose to play on US servers because they
feel that they are better maintained.
15. This is a connection that is often made when players either in-game or on the forums have demon-
strably poor English (i.e., “You sound like a Chinese farmer”).
16. Michael Erard, “The Madarin Offensive: Inside Beijing’s global campaign to make Chinese the
number one language in the world,” Wired, (April 2006), 84-93. This article is an example of the
tenor of the trend to cast China as the new “demonic other” with which America must compete to
maintain its world cultural supremacy. Almost any news story or op-ed piece from an American
newspaper, magazine, or news show would have sufficed.
17. In general chat on the server Balnazaar one player referred to another player as a “nigger.” Many
responses to this comment followed immediately pointing out that such racially charged language
is offensive – a response by one player that was representative of many of the comments was, “You
fucking piece of racist shit.”
18. IGE Available at: http://www.ige.com/, Last checked March 19, 2006. An MMOG gold clearing
house that buys gold from the sweatshops and then sells to gamers.
19. James Lee, “Wages Slaves: From Sweatshops to Stateside Corporations, Some People are Profiting off
of MMO Gold,” 1Up Available at: http://www.1up.com/do/feature?cId=3141815, Last checked
March 19, 2006; David Barboza, 2006.
20. The editor of PC Gamer magazine has nothing but vituperation for “gold farmers” – echoing the
popular opinion of many in the online gamer community.
21. I will not bother arguing the point that the gold farmers deserve the ill treatment at the hands of the
online gamer community. Personally, however, I do not disapprove of their actions as this is simply a
game for me while it is the livelihood of those working in the sweatshops. There is a large thread of
hypocrisy running through the gamer community and the stance they take on this issue – the gold
farming industry would not exist if there was not a market.
10 Jennings
refereNCeS
Barboza, D. (2006). Ogre to Slay? Outsource it to Chinese. The New York Times. Retrieved March 20, 2006,
from http://preview.news.aol.com/business/article.adp?id=20051209091909990001&_ccc=5&cid=403
Basics. (2006). WorldofWarcraft.com. Retrieved March 19, 2006,
from http://www.worldofwarcraft.com/info/basics/guide.html
Blizzard’s Reaction to Gay Guilds an ‘Unfortunate Mistake.’ (2006). Kotaku. Retrieved May
30, 2006, from
http://www.kotaku.com/gaming/breaking/blizzards-reaction-to-gay-guilds-an-unfortunate-mistake-159536.php
Bordwell, D. (1996). Contemporary Film Studies and the Vicissitudes of Grand Theory. In D.
Bordwell & N. Carroll (Eds.): Post-Theory: Reconstructing Film Studies, 18-19. Madison: University of
Wisconsin Press.
Castronova, E. (2005). Synthetic Worlds: The Business and Culture of Online Games. Chicago: The
University of Chicago Press.
Dibbell, J. (2003). The Unreal Estate Boom. Wired. Retrieved March 20, 2006,
from http://www.wired.com/wired/archive/11.01/gaming.html
Dickey, C. and Summers, N. (2005). A Female Sensibility. MSNBC.com. Retrieved March 19, 2006,
from http://www.msnbc.msn.com/id/9378641/site/newsweek
Dyer, R. (1997). White. London: Routledge.
Erard, M. (2006). The Madarin Offensive: Inside Beijing’s global campaign to make Chinese the
number one language in the world. Wired, April 2006, 84-93.
Essential Facts About the Computer and Video Game Industry. (2005). Distributed at E3, Enter-
tainment Software Association, May 18, 2005.
FAQ. (2006). WorldofWarcraft.com. Retrieved March 19, 2006,
from http://www.worldofwarcraft.com/info/faq/
Gamer Buys $26,500 Virtual Island. (2004). BBC. Retrieved March 19, 2006,
from http://news.bbc.co.uk/1/hi/technology/4104731.stm
Gamer Buys Virtual Space Station. (2005). BBC. Retrieved March19, 2006, from http://news.bbc.
co.uk/1/hi/technology/4374610.stm
Gaudiosi, J. (2006). Multiverse Looks to Expand Online Games. Business Week. Retrieved March 20, 2006,
from http://www.businessweek.com/innovate/content/mar2006/id20060307_123989.htm?campaign_id=search
Gibson, E. (2006). Chinese WOW Players Speak Out. Eurogamer. Retrieved March 19, 2006,
from http://www.eurogamer.net/article.php?article_id=62500
Hebdige, D. (1979). Subculture: The Meaning of Style. London & New York: Routledge.
Hills, M. (2002). Fan Cultures. London & New York: Routledge.
I found out I’m a Chinese Farmer. WoW Community Forums. World of War.Net. Retrieved May
30, 2006, from http://forums.worldofwar.net/showthread.php?t=367831&page=3
Lee, J. (2005). Wages Slaves: From Sweatshops to Stateside Corporations, Some People are Profiting off
of MMO Gold. 1Up. Retrieved March 19, 2006, from http://www.1up.com/do/feature?cId=3141815
Lipsitz, G. (1998). The Possessive Investment in Whiteness: How White People Profit from Identity
Politics. Philadelphia: Temple University Press.
Peckham, M. (2006). Sounds of Silence: Sanitizing Expression in Brave New
Sliwinski, A. (2006). Blizzard of GLBT Gaming Policy Questions. In Newsweekly. Retrieved May 30,
2006, from http://www.innewsweekly.com/innews/?class_code=Ga&article_code=1172
Terdiman, D. (2006). Powerlunching with Wizards and Warriors. CNET. Retrieved March 20, 2006, from
http://news.com.com/Power+lunching+with+wizards+and+warriors/2100-1043_3-6039669.html?tag=st.prev
Terms of Use. (2006). World of Warcraft. Retrieved March 20, 2006,
from http://www.worldofwarcraft.com/legal/termsofuse.shtml
wTfpwned by Chinese Gold farmers 109
Vederman, G. (2006). Why PC Gamer Kicked Out Gold Farmers. PC Gamer. Retrieved March 19,
2006, from http://www.next-gen.biz/index.php?option=com_content&task=view&id=2058&Itemid=2
Virtual Gaming Worlds Overtake Namibia. (2004). BBC. Retrieved March 19, 2006,
from http://news.bbc.co.uk/1/hi/technology/3570224.stm
Ward, M. (2006). Gay Rights Win in Warcraft World. BBC. Retrieved May 30, 2006,
from http://news.bbc.co.uk/2/hi/technology/4700754.stm
What Does a GM do? (n.d.). OGaming. Retrieved March 20, 2006,
from http://wow.ogaming.com/faq/33.php
Williams, R. (1977). Marxism and Literature. Oxford UP.
World of Warcraft Surpasses 8 Million Subscribers Worldwide. (2007). Press Release. Blizzard
Entertainment. Retrieved March 26, 2007, from http://www.blizzard.com/press070111.shtml
World of Warcraft: The Burning Crusade Continues Record-Breaking Sales Pace. (2007).
Press Release. Blizzard Entertainment Retrieved March 26, 2007,
from http://www.blizzard.com/press/070307.shtml
Worlds. 1Up. Retrieved May 30, 2006, from http://www.1up.com/do/feature?pager.offset=0&cId=3149452
GaMeS
Blizzard Entertainment. (2004). World of Warcraft. Vivendi Universal. (PC / Mac).
Blizzard Entertainment. (2007). World of Warcraft: The Burning Crusade. Vivendi Universal.
(PC / Mac).
MindArk. (2003). Project Entropia. (PC).
Mythic Entertainment. (2001). Dark Age of Camelot. (PC).
Origin Systems. (1997). Ultima Online. Electronic Arts. (PC).
Sony Online Entertainment. (2007). Vanguard: Saga of Heroes. (PC).
Gareth Schott
T
he popular MMORPG World of Warcraft (2004) contains a total world-
wide population over 8.5 million players and growing. Accounting for
socio-cultural practices of its large populace is a diverse and fascinating
array of documentation methods produced by its players in an attempt to
articulate the contours of everyday life experiences within its game world.
This chapter discusses the analytical and interpretive media tools that players’
choose to exploit when recording the spaces and incidents inside World of
Warcraft (WoW). It is suggested that examples of player documentation prac-
tices drawn from WoW evoke the more conscious efforts of the British Mass
Observation movement that sought to facilitate the creation of an ‘anthropol-
ogy of ourselves’, reflecting day-to-day social activity that forms the fabric
of socio-cultural production. The increasing significance of the time and the
investment placed in belonging to, and participating in, online communities
such as WoW are becoming evermore evident by the volume of archival prac-
tices executed at both the individual and group (guild) level. Such practices
are thus considered in an attempt to gain a different insight into what it means
to be users and inhabitants of a virtual space that have been constructed and
structured by its developers as designed experiences.
It was during the 1930s that the social research organization Mass Ob-
servation was set in motion by Tom Harrisson, a self-styled anthropologist,
Charles Madge, a poet and journalist and Humphrey Jennings, a documen-
tary film-maker. As part of its agenda members of the public were invited to
record their day-to-day lives as a means of understanding civilian life during
wartime Britain. The study of ‘everyday life’ is therefore a desire to under-
stand the nature and role of the routine, the ordinary, and ultimately previ-
ously overlooked aspects of human existence that might mistakenly suggest
the mundane and quotidian. Yet, it is only by attending to the everyday that
we gain access to sites where, in this case, new media technologies are being
negotiated and played out as ‘lived’ daily experiences (Lister et al., 2003).
When applied to the fluid and constructive spaces of MMOGs, it is pos-
sible to examine how such spaces transform and become the very nature of
everyday practice for its players. Irrespective of the commercial presence of
1 I’d like to acknowledge the input of Sean Castle and Euan Kilgour who provided great guides for this
cyber-flâneur’s journey through WoW community spaces.
Documenting Digital life: Invoking everyday life accounts from world of warcraft 111
videogame texts, associated everyday social and creative practices of game cul-
tures remain, for most part, clandestine. Thus, this account of the way players
inhabit MMOG spaces is guided by an interest in the hidden social narratives
that course beneath its more mainstream cultural discourses. What we find is
a culture that consistently creates a participatory/performance network that
transgresses the gap between consumption and production through its ap-
propriation, active negotiation and reconfiguration of its social and material
resources (de Certeau, 1984).
The tactics and subversions of players that subsist in a MMORPG like
WoW are obviously conspicuous and distinct from everyday life practices in
its non-virtual counterpart, as game players develop alternative world per-
spectives with regard to the conditions of existence (e.g. avatar mortality, ac-
cumulation of wealth and the nature of subsistence). In entering into this
world, it would appear then that players agree to the logic of the game world
and the conditions of conflict that divides it, determining players’ behaviors
and interactions. However, the distance between player and screen-mediated
objects of fascination are often transgressed by a series of complex connections
and relationships between both worlds that, on the one hand, involves an ac-
ceptance of the presentational truth on offer within the game (van Leeuwen,
1999), but on the other hand requires players to assume responsibility for the
interactive unfolding of plot involving “simple conflicts of survival, prosperity
and progress” (Lindley, 2002, p. 206) that are determined and informed by
external experiences.
While the scholastic practice connected to the discipline building of Game
Studies remains in its infancy, a fast track to theoretical authenticity is often
achieved through the extension and application of well-founded theoretical
frameworks that (often separately) address the various modalities of digital
games as interactive media. In doing so, there remains a need to guard against
theorisation becoming too divorced from specific practices and artefacts from
the medium and its surrounding culture. While this chapter seeks to explicate
player documentation and archival practices as an articulation of the mean-
ing and value attributed to gaming knowledge and experience, it also seeks to
reinforce the valuable nature of attending to various examples of referential-
ity grounded in fidelity to the ‘meaning’ of everyday life in a digital domain
such as WoW. The examples outlined in subsequent pages therefore intend to
demonstrate the wide range of narrative, dramatic and/or imaginative devices
employed to articulate the diverse approaches to engaging with and reflecting
upon the particular game spaces of WoW.
The capture of real time in-game footage and its dissemination (via digital
archival tools such as Google Video, You Tube or warcraftmovies.com) is one
form of player practice that constitutes an equivalent to more traditional ap-
proaches of recording the conditions of the physical real by camera or micro-
phone. While such footage often serves as a celebration of players’ perform-
ance and mastery of the prescribed experiences of the game and their grasp
of its virtual ecology, expository accuracy is embedded within the artifice of
a narrative construction. An excellent example of this, from many hundreds
112 Schott
ryone’s A Little Bit Racist’ and ‘I’m Not Wearing Underwear Today.’ Indeed,
the song adopted for the WoW machinima features Avenue Q’s internet addict
character, Trekkie Monster, and his challenge to the intellectual and social
function of the internet, as espoused by the innocent kindergarten teaching
assistant Kate. The musical therefore exploits the asexual and innocent nature
of children entertainment puppets of the kind seen in The Muppets and Sesame
Street, instead giving them adult concerns and desires. In an act of perform-
ance and production, the machinima serves to append this parody even fur-
ther by presenting game avatars, themselves products of the internet, as users
of a hypertextual domain (either by proxy as agents of players, or within the
context of their own reality) who view and gain pleasure from pornographic
material. The work not only implies a reference to the older demographic of
MMORPG players but also the position of the game as a co-constituent of a
miscellaneous online existence. In doing so, WoW’s avatars are been inscribed
with an organic quality linked to human practices which also underlines how
the game both subverts ‘society at large’ of the present, through its simulation
of a world history devoid of industrialization yet constructed in the medium
of electronic age technologies.
More broadly, game-titles that have yet to receive cross-media convergence
in the form of a high profile Hollywood adaptation (although WoW the mov-
ie is believed to be in the pipe-line), will attain fan-generated cross-modal
representation through the remediation of game content within other com-
plimentary media such as machinima. Such practices serve to further integrate
the distinctive aesthetic and possibilities offered by game worlds with other
media, an increasingly popular strategy also adopted amongst more main-
stream narratives such as the hypertext, artificial-reality inspired The Matrix
whose narrative was transversely played out simultaneously across live-action,
animation and games formats. This reinforces the complex relationship be-
tween organic (human) and inorganic (culture) that, in part, provides the
critical mass of imagination that enables production to be ‘radical’ in the sense
of how the everyday is employed or exploited during, and as a consequence of,
game-play. The affordances connected to different representational media are
therefore regularly being utilised by players to offer its community different
entry points and experiential engagement with the same narrative form.
Player creative practices suggest the significance usually given to an ‘au-
thoritative original’ or ‘primary’ text by cultural and media studies appears to
be eroding and giving way to what Aumont (1997) has referred to as “strati-
fied time in which we move through different levels simultaneously, present,
past(s), future(s)” (pp. 129-130). For players, time surrounding this popular
media artefact is collapsing allowing its different elements and treatments to
casually co-exist. Indeed, a spatial conception of the networks of representa-
tions connected to a particular game such as WoW would only serve to un-
dermine the fluidity of the processes of connection and disconnection that
operate, not only between real and virtual domains, but also in and around
the different depictions of its universe and characters across different media.
Within creative practice such as player-created machinima it is possible to
114 Schott
Christmas (1973). In Fungus the Bogeyman, Briggs’ was able to unite the folk-
loric ‘bogeyman,’ conjured to frighten children, with the childish humor as-
sociated with the word ‘bogey’ (meaning mucus), to produce an account of
the mundane conditions of everyday life and the universe that his character
Fungus inhabits. Bogeydom became a place to enjoy the inverse of that which
humans take pleasure in. Indeed, Fungus and his family keep their house dirty,
scent their air with stink and enjoy slimy and spoiled food. Almost each panel
of the graphic novel is satiated with information on Bogey habits, myths, hob-
bies and culture. The MMORPG of WoW offers players similar pleasures, as
they are able to occupy territories of the mythical, converting the unreal and
fantastical into a lived reality in which they assume responsibility for construct-
ing and maintaining the social culture of Azeroth. Indeed, in line with the
sub-cultures of ‘fan’ communities (see Brooker’s, 2002, account of Star Wars
fans) MMORPG communities produce a broad range of practices that attempt
to conceptualise and articulate ‘everyday life,’ including the more traditional
composition of fan-fiction and creation of fan-art, that are rooted in a desire to
further develop fictional worlds and deepen accounts of player/guild motiva-
tion and game ecology (see Schott & Burn, 2004; McGeady & Schott, in press,
for examples of fandom practice directly spurred by console game texts).
the sum total of all he can call his, not only his body and his psychic powers,
but his clothes and his house, his wife and children, his ancestors and friends,
his reputation and works, his land and horses, his yacht and bank-account (pp.
279-280).
Thus, it makes sense to find amongst the practices of recording key moments
that punctuate our lives, such as birthdays, anniversaries or holidays, play-
ers of MMOGs adding events from virtual living, such as screen captures
of levelling up (see Fig. 1) or online wedding ceremonies within WoW (Yee,
2006). Such practices demonstrate how the self can be understood as a con-
structive entity adaptable across different spheres of subsistence2. In charting
the increased relevance of time spent occupying the virtual, players’ are found
utilising multiple media channels in order to articulate the pleasures of their
2 The concept guiding the online virtual spaces of Second Life (Linden Lab) embodies this exact notion
of inhabiting a legitimate and fulfilling virtual life.
116 Schott
and disrupt the solemn proceedings. Forum debates centred on the ethics of
the action, based on a clash between its symbolism and significance to a real-
world event against the logic of a Player verse Player server where the event
took place. One commentator summarises the dilemma as: ‘to be honest the
whole point of PVP servers is that you can kill other PCs. I agree it’s sick, but
at the same time walking around unarmed in the one type of environment
where you can be killed is kind of dumb’ (Godeskian, 2006).
Unlike the rest of World of Warcraft, the area was devoid of detail, save for un-
usual terraforming. No creatures or buildings dotted the basin-like landscape,
which, as far as I could tell, was due north of the Eastern Plaugelands
Having shared this account, other players offered similar accounts of forays
into the wilds of WoW. For example: ‘There is another kind of dead zone
if you swim east of Arathi Highlands there are houses and npcs but all the
npcs act as if you were in Dun Morogh and give you instructions how to
get to the fightmaster etc.’ Unlike maze navigation, that involves conditional
progression towards a single exit point, the rhizomatic environment of WoW
(Deleuze & Guattari, 1988; Murray, 2000) possesses distinct kinds of ‘desir-
able directions’ that offer different kinds of pleasures. In this case, it is not
mission resolution or the type of experience that constitutes a ‘strategic in-
dexed commodity’ (Carr et al., 2006) but the delight in penetrating the hard
boundaries of WoW’s gamescape (King & Krzywinska, 2003).
A different yet interesting example is provided by a celebrated act of player
subversion that tested to boundaries of WoW’s territories, this time captured
as game-play footage. The subversion was made possible by a Horde guild that
in engaging outdoor-raid encounter Lord Kazzak were able to ‘kite’ him (to
maintain a distance, usually out of ‘melee’ distance but within ‘ranged attack’
in order to lure the pursuer) into the center of Stormwind, the capital city of
the humans of the Alliance. Captured in ‘Kazzak Does Stormwind,’ we see
footage of Kazzak destroying everything in his path during his hour and a half
rampage before a Game Master (Blizzard employees that monitor servers and
possess problem solving and discipline powers) returned Kazzak to the Blasted
11 Schott
Lands. What is interesting about this event is Blizzard’s reversal of the disrup-
tion and breach of its spatial logic by resetting the server and performing a
rollback. Indeed Kazzak now remains bound in chains as a result of his little
adventure to avoid a repeat of this event. Here player agency is undermined
and the limitations of their ability to respond to further attacks, by fortifying
Stormwind or creating a blockade, is exposed.
Reflecting on Paul Marino’s (2004) definition of machinima as ‘animated
filmmaking within a real-time virtual 3D environment’ (p.1) for a brief mo-
ment, his words suggest the importance of what it means to engage with
virtual spaces and how the process of play then shapes what occurs when the
virtual becomes actualised in a single animated film at any one time. The defi-
nition of this one form of player communication and documentation practice
implies the multiplicity of choices potentially generated through interaction
within a virtual environment that become contained and selected as a singular
and repeatable trajectory of actual choices by the producer as a final outcome.
Using Cubitt (1998) as platform, Shields (2003) states that virtual environ-
ments are characterised by four elements including:
time game footage. The audio-visual clip, ‘Leeroy’, reinforces the duality so
often negotiated in documentary work between artifice and evidence, as it
offers a self-conscious styling and dramatised re-construction as a result of
the exertion of considerable authorial depictive control. In this document we
witness a mission in the Rookery Room at Upper Black Rock Spire that goes
horribly awry as a Tank returns from being ‘away from keyboard’ (see fig. 2),
ignores all agreed strategy and recklessly rushes into the Rookery shouting
his (now frequently impersonated) battle-cry ‘Leeeeeroy Jenkins.’ This results
in the carnage of his slaughtered guild members onscreen leaving only their
TeamSpeak reactions; ‘God damn it Leeroy’, ‘Leeroy you moron!’ and ‘Leeroy
you were just stupid as Hell.’ The film’s popularity is evidenced by the com-
munities response in the form of a web-page featuring a dance-remix track
containing the TeamSpeak audio (leeroykombat.ytmnd.com/), low content
fan-sites (e.g. http://www.leeroyjenkins.net/) as well various apparel for sale
and a citation on the US television quiz show Jeopardy in the question ‘This
role playing game out in 2004 returns to the “world” of Azeroth were he-
roes like Leeroy Jenkins do battle?’. The film has also had an impact on the
broader game world with the game Guild Wars (2006) pun Kilroy Stonekin,
a quest with the objective of staying alive while the dwarf Kilroy rushes off
in a berserk rage shouting, (you’ve guessed it), Kiiiiilllllrooooy Stoooonekii-
iin! As Lowood (2005) argues in his account of the film: ‘As a performance,
“Leeroy Jenkins” comments on a moment – death by incompetent playing
partner – experienced by players of almost any multiplayer game.’ In doing
so, he argues, the film occupies ‘liminal space between documented gameplay
and fictional performance’ (p.6). Thus, in agreement with Lowood, the ques-
tion of the films authenticity, as a non-staged event, is rendered meaningless
in light of universality of what it depicts which is an insight into the shared
culture of player experiences.
More fluid accounts of WoW are offered on the Metroblogging site for
Azeroth, which sees WoW receive equal status with 50 active sites offering city-
specific blogs from San Francisco, Bangkok, Karachi to Rio de Janeiro. The
generic aim of the site is to give readers access to the viewpoints of ‘regionally’
embedded bloggers to provide ‘a new perspective on daily life.’ The Azeroth
metroblogging site offers precisely that entry point into the ‘lived’ experi-
ence of WoW, as this entry illustrates: ‘the reason that I spend so much time
playing, is the immersiveness that the game environment offers. I’ve watched
sunsets and sunrises, I take screenshots like a tourist snapping pics, I’ve stood
in Stormwind watching the fireworks, saying “Ooh” and “Aaah” along with
everyone else...just as you would in real life.’ An even more inventive practice
that extends the blog concept further, was the performance of a live blog
during game-play. Reported online at clickableculture.com, the live blogger
documented a dungeon crawl in Blackwing Lair. While absent guild members
are typically able to follow similar social activities, when not able to partici-
pate directly, via the MMORPGs group text-based communication channels
pre and post events, the live blog provided insight into the individual’s phe-
nomenological experience of the game as it was being played out.
120 Schott
Figure 2. Leeroy, positioned on the far left in AFK mode prior to his charge.
OK listen the fuck up. You are going to DPS very, very slowly [‘damage per
second’ being inflicted by raiders that also determines ‘aggro,’ the degree of
response aimed back at the raiders]. Now ... and by slowly I mean FUCKING
slow. If you get aggro, it means you’re going to lose 50 DKP because you didn’t
know what the fuck to do [‘dragon kill points,’ an MMOG system for deciding
who gets loot after killing a big boss dragon that is based on greater reword for
greater participation] And watch the FUCKING tail …
Documenting Digital life: Invoking everyday life accounts from world of warcraft 121
Who the fuck was that? Crushim, what the fuck? Whelps, left side! [a refer-
ence to whelp eggs that, should a player get too close to them, will break open
and produce tiny attacking dragons] Even side! Many whelps! Now, handle it!
Fuck! That’s a fucking 50dkp minus! What the fuck was that shit? If you stand
in the right fucking place, there is no way you are going to fucking get into the
goddamn whelps, whatever fucking fear, tailswipe, whatever the fuck, ok? It’s
like one in a fucking million. From the fucking north corner to the middle into
the fucking whelp cave, it’s not even fucking remotely imaginable!
Dives’ (or ‘that 50 dkp minus guy’) contribution, together with other exam-
ples provided in this chapter, become widely regarded within the game com-
munity for the distinct personal manner in which they address and respond to
the procedural demands of the game system. In such examples the represen-
tational system and the game system pull apart during individual expression
of a culturally and locally specific transformation of the demand structures of
the game system.
CoNCluSIoN
In Fiske’s (1992) account of fans, as those who engage in a broader range
of ‘producerly activity’ than conventional audiences, we find a more faithful
prediction of the rise of digital subcultures characterised by a ‘consciousness of
difference’ (Hebdige, 1997) with regard to the nature of production, owner-
ship, agency and authorship. A consciousness that very quickly led to subver-
sions of game software not only producing alternative uses and accounts of
occupied spaces, but a treatment of game texts by players as objects that are
not just revered for what they are but what they enable. Understanding player
documentation practices as displays of interest, affection and attachment so
often associated with the practices of fandom, is not adequately rationalized
or understood in the same way as a ‘passive response’ to objects of obsession.
Instead such works outlined in this chapter call for a reversal of the treatment
of those who invest in texts of popular culture from consumers to producers
(Jenkins, 1992). In doing so, the practices of WoW players articulate a reality
that is otherwise not readily available for scrutiny, invoking ‘their’ ordinary
culture and making the invisible visible.
refereNCeS
Aumont, J. (1997). The image. London: British Film Institute.
Briggs, R. (1973). Father Christmas. London: Viking Children’s Books
Briggs, R. (1977). Fungus the Bogeyman. London: Penguin Global.
Brooker, W. (2002). Using the force: creativity, community and Star Wars fans. London: Continuum.
Carr, D., Buckingham, D., Burn, A. & Schott, G. (2006). Computer games: text, narrative and play.
London: Polity Press.
Cubitt, S. (1998). Digital aesthetics. London: Sage.
de Certeau, M. (1984). The practice of everyday life. Berkeley, Los Angeles: University of California Press.
122 Schott
Deleuze, G. & Guattari, F. (1988). A thousand plateaus: capitalism and schizophrenia. London:
Althone.
Fiske, J. (1992). The cultural economy of fandom. In L. Lewis (Ed.): Adoring audience: fan culture and
popular media. London: Routledge.
Gergen, K. (1991). The saturated self: dilemmas of identity in contemporary life. New York: Basic
Books.
Hebdige, D. (1997). Subculture – the meaning of style. In K. Gelder and S. Thornton (Eds.): The
subcultures reader. London: Routledge.
James, W. (1890). The principles of psychology: Volume 1. London: Dover Publications.
Jenkins, H. (1992). Textual poachers: television fans and participatory culture. London: Routledge.
King, G. & Krzywinska. T. (2003). Gamescapes: exploration and virtual presence in game-worlds. In
M. Copier & J. Raessens (Eds.): Level Up Digital Games Research Conference 4 - 6 November 2003
Utrecht University, 48-53. Universiteit Utrecht & DiGRA.
Lindley, C.A. (2002). The gameplay Gestalt, narrative and interactive storytelling. In F. Mäyrä (Ed.):
Proceedings of Computer Games and Digital Cultures Conference, 203-215. Tampere UP.
Lister, M., Dovey, J., Giddings, S., Grant, I. & Kelly, K. (2003). New media: a critical introduction.
London: Routledge.
Lowood, H. (2005). Story-line, dance/music or pvp? game movies and performance in World of
Warcraft. In Proceedings of Aesthetics of Play Conference. Retrieved 17 October ,2007, from http://
www.aestheticsofplay.org/lowood.php
Marino, P. (2004). 3D game-based filmmaking: the art of machinima. Arizona: Paraglyph Press.
McGeady, M. & Schott. G. (forthcoming). De-territorializing nature: an analysis of social and spatial
change in videogames. In L. N. Taylor, S. Dobrin, & C. Martin (Eds.): Playing with mother nature:
video games, space, and ecology.
Schott, G. & Burn. A. (2004). Art (re)production as an expression of collective agency within
Oddworld fan-culture. Works & days, capitalizing on play: politicized readings of the computer game
industry, 22, (1 & 2), 251-274.
Shields, R. (2003). The virtual. London: Routledge.
Stoppard, T. (reprint edition. 1991). Rosencrantz & Guildenstern are dead. London: Grove Press.
van Leeuwen, T. (1999). Speech, music, sound. London: St. Martin’s Press.
Vogler, C. (1992). The writer’s journey: mythic structure for storytellers and screenwriters. Studio City,
CA: Michael Wiese Productions.
Yee, N. (2006). The Daedalus project: The psychology of MMORPGs. Retrieved 17 October, 2007,
from http://www.nickyee.com/daedalus/
GaMeS
ArenaNet. (2006). Guild Wars. NCsoft. (PC).
Blizzard Entertainment. (2004). World of Warcraft. Vivendi Universal. (PC / MAC).
Stormfront Studios. (2002). Lord of the Rings: The Two Towers. Electronic Arts. (PS2).
Julian Kücklich
INTroDuCTIoN
e
verybody who plays video games knows how widespread the practice of
‘cheating’ is. You read about it in video game magazines, in fan forums,
and on websites like IGN or Moby Games. Game shops try to sell you
glossy game guides and dedicated cheating hardware along with the games.
You can’t even search for information on a game on Google without being
offered cheat codes, frequently even within the first ten hits. Despite the fact
that we don’t have any reliable statistical data about the prevalence of cheat-
ing, it seems obvious that cheating is an integral part of gaming culture.
We know, however, that the providers of online games spend considerable
amounts of money on the prevention of cheating. Quoting game designer
Ralph Koster, Katie Salen and Eric Zimmerman (2004) estimate that “track-
ing down cheaters and hackers can occupy approximately half of all the re-
sources spent on maintaining and improving an online game” (p. 280). And
we know that cheating generates enough revenue to make it a profitable busi-
ness for publishing houses like Brady Games and Prima. GameFAQs, one of
the most renowned cheating websites, is visited by “900,000 unique gamers
[…] each day”, according to its owner, CNET Networks (2006).
However, there is hardly any research on the practice of cheating in video
games,1 although even game researchers admit that they cheat when they are
playing for research purposes. A survey among game researchers that I con-
ducted in May 2006 found that 48 percent of the respondents consult game
guides or walkthroughs regularly, and only 33 percent never use cheat codes
to increase health or resources. Cheating seems to be one of those things that
everybody does, and nobody talks about. In this chapter I argue that we need
to start talking about cheating if we want to understand the range of experi-
ences that video games have to offer.
At this point it should be pointed out that this chapter emerges out of a
larger body of work, which studies cheating from a theoretical point of view.
1 It should be pointed out that this has begun to change, primarily because of Mia Consalvo’s work on
cheating (see Consalvo, 2005a, 2005b, 2007).
124 Kücklich
Adventure games are a special breed of game, in that figuring them out is
most of the fun. In a game of another genre such as Quake, for example, a
person can easily cheat to see the end, but afterwards that person can play the
game from beginning to end without cheating, accepting the challenge that
the game creates. That, however, is impossible with an adventure game. Once
the only puzzles which belong to an adventure game are part of your physical
memory there is no way to forget them. In other words, the game is ruined
beyond repair.
Hence, one of the first differentiations we have to make when we talk about
cheating is between different kinds of obstacles that cheats can help the player
in overcoming. A puzzle that requires the player to combine certain items in
a particular way, a type common in adventure games such as Maniac Man-
sion (1987), is indeed ‘ruined’ once the player knows the solution. An action
game such as Quake (1996), on the other hand, will not cease to be challeng-
ing because the player uses a cheat code that makes her invincible or supplies
her with unlimited ammunition. This is because the ‘solution’ to the kind of
obstacles that a game like Quake confronts the player with, is not based on
knowledge but on skill.
Whether using walkthroughs is considered cheating or not may thus be de-
pendent on the game genre, and the intensity of use. Playing an adventure game
like Maniac Mansion ‘with a hint book in left hand and a mouse in the right
hand’ would entirely defeat the purpose of the game, and may be considered
a form of cheating. In action games such as Quake, the actual challenge lies in
overcoming the opponents the game pits against the player, so the use of a walk-
through may be considered legitimate. This attitude is summed up by South
African game blogger Rooi Willie (2006) when he writes: “there’s a time to use
cheats or walkthroughs, and a time not to” (also see Yan & Randell, 2005).
This draws attention to the fact that there are no hard and fast rules about
what constitutes cheating and what doesn’t. Rather, cheating is socially con-
structed in the discourses about games. This is also true for the academic
discourse about games. Consider the following statement by Espen Aarseth
(2003):
While it is understandable that academics with not too much time on their
hands find it difficult to spend the hundreds of hours necessary to master a
game, and therefore give in to the temptation to zip through a game [...] using
the walkthrough, or (even worse) using the no-clipping or god-mode cheats,
it is hard to imagine excellence of research arising from such practices. Where
is the respect for the game? And, more importantly, how is the flavor of the
game kept intact?
This moralistic statement betrays a naïve belief in the game designer as a ro-
mantic author with absolute control over her creation, which is remarkably
similar to the way the designer’s intention is used as a point of reference in the
popular discourse about games. Of course an important part of socialisation
126 Kücklich
CheaTING IN DeuS ex
Deus Ex provides a good example for an inquiry into the nature of cheating in
video games because it spans a number of genres and playing styles. Visually,
the game is a first-person shooter like Quake or Halo (2001), and this also in-
forms large parts of the game play. During play, the protagonist, JC Denton,
is repeatedly thrown into situations where he must defend himself against at-
tackers, and often the easiest way of doing so is by eliminating them. However,
the game usually offers an alternative to the use of brute force, and this often
takes the form of using stealth to avoid opponents, similar to the way stealth is
used as a game mechanic in games like Thief (1998) or Splinter Cell (2003).
Additionally, the game incorporates elements of adventure and role-play-
ing games. Similar to adventure games such as Maniac Mansion, the game
requires the player to solve puzzles from time to time, although they are usu-
ally not as hard as those found in actual adventure games. The game also
2 In the jargon of German gamers this is referred to as a ‘blood cheat’.
Cheating as a way to enhance Player experience in Deus ex 127
borrows elements from role-playing games like Baldur’s Gate (1998), allowing
the player to customize the protagonist to a certain degree, and to upgrade his
abilities at regular intervals. Importantly, the game also requires the player to
use the resources supplied by the game – money, health, and bio-power – in
an economic fashion, a feature often found in strategy games.
It is also worth pointing out that Deus Ex has been published both for
the PC and for the Sony PlayStation 2. The latter version, which is often re-
ferred to as Deus Ex: The Conspiracy (the title of the American re-issue) differs
substantially from the PC version, in terms of interface design, map size and
graphics. Importantly, the two versions also differ considerably in terms of
the type and variety of cheats available. Since consoles are essentially a ‘closed’
technology, and do not allow players to tamper with game files directly, the
number of cheats for console games is usually much smaller. This is also the
case in Deus Ex. The mode of input for cheat codes is also remarkably different
in the two versions. While the PC version relies on the standard input mode
of a command line interface, the PlayStation 2 version requires the player to
push buttons in a specific sequence to activate a cheat menu that allows the
player to choose attributes such as ‘full health’, ‘full energy’ or full ammo’.
Generic Cheats
Genre is one of the categories by which we can differentiate cheats, thus the
generic heterogeneity of Deus Ex should be reflected in the cheats available
for the game. As I have pointed out elsewhere (Kücklich, 2001), computer
game genres can be mapped onto a triangular matrix, according to their spe-
cific levels of narrativity, interactivity, and openness. In this model, the term
interactivity refers to the frequency of the players’ physical interaction with
the game, while openness refers to the range of actions the players can choose
from. Thus, a fast-paced action game like Quake scores high on interactivity,
but has a comparatively low level of openness. This model can serve here as an
auxiliary theoretical construction which enables us to discuss game genres in
rather simple terms.
Fast-paced action games, including arcade games, first-person shooters,
beat-’em-ups and sports simulation games typically have a high level of inter-
activity, but score rather low on narrativity and openness. ‘Action adventures’
such as Tomb Raider (1996) usually oscillate between fast-paced action se-
quences, exploration, and non-interactive cut-scenes responsible for narrative
progression. Typical cheats for action games increase the games’ interactivity
by making the players’ avatars invulnerable, supplying them with an infinite
amount of ammunition, or giving them access to all the available weapons.
In Deus Ex, all of these cheats are present. The game features a ‘god mode’,
a standard feature of many first-person shooters that makes the avatar invulner-
able to enemy attacks. This cheat has been a staple of the genre since the early
1990s, when it was implemented in the games of id Software such as Doom
(1993) and Quake. Typically it is activated by typing ‘god’ or ‘iamgod’ into the
console, a command line interface that is either part of the standard interface,
12 Kücklich
or must be activated by unlocking the game’s cheat mode. In Deus Ex, this is
achieved by pressing ‘T’ (for ‘talk’) during the game, and typing the following:
There are some cheats that can be used without activating the cheat mode, a
feature that is called, somewhat paradoxically, “non-cheat console cheats” on
GameFAQs, but the large majority of cheats need to have the cheat mode ena-
bled. It is important to note that both cheat consoles and specific cheat codes
are generic features of first-person shooters, and are to a certain degree, part of
the genre’s definition. It would definitely raise eyebrows among gamers if cheat
consoles, and god mode cheats were to be discontinued. For Deus Ex, this also
allows the game to establish its lineage, as the conventional activation of god
mode by typing ‘god’ into the console links the game to its predecessors.
The standard ammunition and weapon cheats are also present. Typing ‘al-
lammo’ into the console refills the player’s ammunition supply. Any weapon,
ammunition type, or item can also be created in any desired quantity by using
the ‘summon’ or ‘spawnmass’ commands. For example, typing ‘spawnmass
WeaponAssaultGun 99’ creates 99 assault rifles. It is also possible to instantly
refill JC Denton’s health meter by typing ‘allhealth’. Combined, these cheats
enable the player to defeat any opponent in the game.
Other classic cheats in Deus Ex, which are commonly found in first-person
shooters, include invisibility, fly mode, and ‘no-clipping’ mode, which enables
the avatar to walk through walls. Since action games typically require their
players to perform rather repetitive tasks, much effort is spent on designing
attractive settings (arenas, dungeons, racing courses, etc.) for the actual game-
play. Often, these settings must be ‘unlocked’ by winning a predetermined
number of matches or performing a similar feat. Cheats offer a convenient
way to circumvent these arbitrary restrictions.
The next set of cheats is borrowed from role-playing games. Role-playing
games combine a comparatively high level of openness with narrative progres-
sion. If we regard action, adventure and simulation games as genre prototypes,
role-playing games and strategy games can be seen as hybrid genres. Therefore,
the types of cheats that can be found in these game genres are often a mixture
of the cheats found in genre prototypes. Role-playing game cheats, for exam-
ple, often give the players access to magical items, or allow them to increase
their characters’ stats, in addition to walkthroughs and maps that allow for
accelerated narrative progression.
As we have already seen that any item can be created in Deus Ex by using
‘spawnmass’, it is no longer necessary to dwell on the availability of ‘magical’
items. Since the game is not set in a fantasy world, but in a sci-fi setting, there
is no magic per se, but JC Denton is frequently given so-called ‘bio-mods’
which can be integrated in the avatar’s to, due to his cyborg nature. Bio-mods
give the avatar ‘magical’ powers, such as invisibility, the ability to breathe un-
der water, etc., and the canisters containing the mods can be created just like
any other item in the game.
Cheating as a way to enhance Player experience in Deus ex 129
which are to some degree expected by the game community. In other words,
far from contributing to the ‘corruption’ of games, cheats are part of the defi-
nition of game genres. This holds especially true for highly formalized genres
such as the first-person shooter, in which a game can be regarded incomplete
if it does not feature a certain set of generic cheats such as those for invul-
nerability or teleportation. As game producer Gordon Walton points out in
regard to The Sims Online: “If you leave a cheat long enough, it becomes part
of the culture of the game” (quoted in Wayner).
Non-Generic Cheats
In addition to the cheats already mentioned, there are a number of cheats for
Deus Ex that cannot be classified by genre. This is significant insofar as we can
understand games, with their strong generic conventions, as composed of a
basic structure of genre characteristics, which is complemented by a number
of traits that are individual, and make the game stand out in comparison to
other games. This can also be understood as a reflection of the way games are
produced and distributed.
As Kline et al. (2003) point out, games are a high-risk product, and ge-
neric formulae can be regarded as a way to control risk, insofar as it is often
assumed that consumers will rather stick to the ‘tried and true’ than to buy an
innovative but potentially flawed product. Nevertheless, developers and pub-
lishers will have to make sure that the game has a unique selling point (USP)
that makes it easy for customers to differentiate the game from competitors’
products. All of this is achieved by producing games that are generically con-
servative, but innovative in the way they handle elements such as graphics or
sound. This ‘80-20 rule’ seems to be reflected in a game’s cheats as well.
Self-referentiality
One interesting way how cheats can transcend generic conventions is self-ref-
erentiality. From the list of cheats for Deus Ex, one stands out specifically in
this respect: by typing ‘iamwarren’, the player can activate an electro-magnetic
pulse (EMP) field that will deactivate enemy robots trying to attack to the
player’s avatar. The way this cheat is activated is significant insofar as Warren
is the first name of one of the lead designers of Deus Ex, Warren Spector.
The cheat thus functions as a way of establishing auctorial authority, but at
the same time it is a complex signifier of self-aggrandization and self-mockery.
Clearly, ‘iamwarren’ echoes ‘iamgod’, one of the traditional formulas for in-
voking the god mode in first-person shooter games, and this is consistent with
Spector’s power over the world of Deus Ex.3 At the same time, this power is
put under erasure by the very cheat with which it is evoked, because it makes
3 This conjecture is not as far-fetched as it may sound. A hidden “Behind the Curtains” menu in Deus
Ex allows the player to read quotes from team members, which were collected during the production
of the game. A quote ascribed to Warren [Spector] reads: “Poof! I am God.”
Cheating as a way to enhance Player experience in Deus ex 131
obvious that anyone can assume this power, by assuming the name of the
game’s creator.
This seems especially apposite in the case of Deus Ex, because Spector has
repeatedly expressed his delight that players have found ways of playing the
game in ways which were not intended by its designers. One oft-cited example
of this kind of emergent gameplay is ‘proximity mine climbing’, an in-game
practice that allows the avatar to scale walls by attaching a proximity mine to
it, and jumping on top of it, and repeating this process until e has reached the
top (see Salen & Zimmerman, 2004).
While this way of playing the game allowed players to shortcut through
carefully designed maps, it also is an indicator of player creativity that asserts
itself even in games that are extensively playtested to prevent such occurrences
from happening. This kind of creativity challenges the control the designers
exert over the game, and can be seen as a way for players to assume their share
of auctorial control (see Humphreys, 2005).
I don’t see exploiting querks [sic] in the game as cheating since anyone can do
it without having to make any changes to the game. If the ability is there, but
not intended by the dev[eloper]s, and anyone can do it once they find out, is it
cheating? Exploiting maybe, but not cheating. (Lo Vaquero, 2004)
The distinction between cheats and so-called ‘exploits’ is often found in the
popular discourse about games. Exploits are usually defined as bugs or loop-
holes in the game design that players can use to their advantage. Wright et
al. describe one such exploit in the game Counter-Strike (Lê et al., 2000) that
132 Kücklich
Meta-gaming
But outright cheating can also be creative. In Deus Ex, players are given the
opportunity to assume authorial control to a much greater extent than sug-
gested by the example of the ‘iamwarren’ cheat. Typing ‘legend’ into the console
brings up an entire menu of options for players to experiment with. This menu
includes an option to load a map, enabling the player to move around freely
in the world of Deus Ex without using the cumbersome ‘open <level name>’
cheat, a ‘jukebox’ that plays the music from all the Deus Ex levels, and a number
of debugging features such as ‘Add/View Dump’ and ‘Invoke/Show Class’.
The “Behind the Curtains” menu also contains the “Edit Flags” command,
which allows players to tamper with the game state by changing the value of
certain parameters. This feature has inspired a sort of meta-game, the goal of
which is to find out whether the game’s storyline can be altered by killing (or
resurrecting) certain key characters. A thread on the Through the Looking Glass
forum begins by describing how a character that was assumed to be invincible
can be killed early on in the game:
On the training mission, at the last section where you have to cross the canal. If
you put on cheas [sic] you can walk into the control room with Jaime and Bob
Page. Once in this room you can freely Kill Bob Page, But not Jaimie [sic]. Us-
ing the Legend cheat shows a flag appear named something like BobPage_dead
set to true. (SJamieson, 2002)
A user identified by the handle ‘ferret’ (2002) than takes up the challenge, and
describes his efforts to systematically remove a number of key characters. After
killing off Sam Carter, Jaime Reyes, Paul Denton, and Joseph Manderley in
the first mission, he concludes that “it’s now impossible to finish this mission
without summoning […] new characters.” Therefore he uses a cheat to go to
the next level, and is surprised to “see Anna running towards you for a fraction
of a second [sic], until the game realises she’s dead.”
After a while, this leads to such grave errors in the internal game logic, that
the game crashes, and the experiment is aborted. One could conclude that the
meta-game is a failure, especially since the story up to that point progresses
entirely the same way as it does normally, except for the absence of the charac-
ters that have been killed. However, this conclusion would disregard the pleas-
ure that the contributors to the “Killing Bob Page” thread experienced while
Cheating as a way to enhance Player experience in Deus ex 133
Intertextuality
As Vitas (2001) points out, Deus Ex is a game that is full of intertextual refer-
ences. As he explains, “the use of an ‘ICE-breaker’ is more than a nod in the
direction of Gibson’s Neuromancer; the mention of a lunar mass-driver accident
sounds like something out of Robert Heinlein’s The Moon Is a Harsh Mistress; the
presence of a character named Morpheus […] seems to suggest the Wachowski
brothers’ Matrix; and finally, there are also some mysterious men in black who
look and behave, well, like Men in Black” (p. 186). And he does not even men-
tion the allusions to canonical texts ranging from the Icarus myth to the Bible,
and from Sun Tzu’s Art of War to Thomas Aquinas’ Summa Theologica.
The intertextual dimension of Deus Ex is also reflected in the cheats available
for the game. We have already mentioned the generic cheats that evoke other
game texts like Doom and Quake, but these are merely weak allusions. A more
concrete example for an intertextual cheat is the ‘Matrix’ cheat, which is acti-
vated by going to the credits screen, and typing ‘thereisnospoon’. This resultss
in a radically different visual experience, since all the textures in the game are
replaced by glowing green characters scrolling in front of a black background, a
style strongly associated with the visual style of the Matrix film trilogy.
Again, the way the cheat is activated is significant. First of all, the words
“there is no spoon” refer to the dialogue between Matrix protagonist Neo with
a boy that he meets in the apartment of the nameless Oracle (Gloria Foster).
“There is no spoon” has since become a sort of clichéd shorthand for pop Bud-
dhism on the internet and elsewhere, and is often used to suggest that physical
reality is merely a reflection of the mind. It is also significant that the cheat is
activated by typing ‘blindly’ with only auditory cues as to the efficacy of one’s
actions, because it is reminiscent of the way hackers are revered as almost
mythical figures with magic powers in both The Matrix and Deus Ex.
A similarly complex intertextual network is evoked by the ‘tantalus’ cheat,
which enables the player to instantly kill any character or monster that is
targeted by her avatar. The name of this cheat ostensibly refers to the Tantalus
myth, which is an association that is not entirely out of place, considering that
the Tantalus myth is often regarded as a variant of the Prometheus myth, and
Deus Ex has a strong Promethean subtext. However, the actual reference seems
to be to the Star Trek episode “Mirror, Mirror” (1967), in which a ‘Tantalus
field’ is used “to monitor and eliminate enemies from existence with the touch
of a button” (“Tantalus field”, 2006).
Codes of technicity
Another category of cheats warrants our attention because it refers directly
to the materiality of the computer, and thus foregrounds the machine-ness
of computer game play. Deus Ex can be regarded as a game that self-reflex-
134 Kücklich
er an object in the game world is visible (and accessible) to the viewer. Turning
‘clipping’ off thus renders walls permeable. This might seem trivial since to an
outside observer it may appear obvious that these restrictions are not ‘natural’
but simply arbitrary conventions imposed on the game world by its designers.
However, employing the ‘fly’ or ‘ghost’ cheat after having played the game for a
while is a truly eye-opening experience due to the fact that the artificial ‘gravity’
and ‘boundedness’ of the game world becomes naturalised during gameplay.
Only when the avatar floats over the game world does it become clear that
the architecture of the game functions as a means of control to which the
player submits, albeit joyfully. The freedom of choice Deus Ex offers is one
of the main reasons why the game is so highly regarded by critics and players
alike, but at the same time it is important to keep in mind that this expansion
of the possibility space of the game is, as Slocombe (2005) argues, “fundamen-
tally an illusion of choice.” As he points out in regard to the Deus Ex sequel
Invisible War (2003), “player interactions are […] determined be the ‘rules’ of
the game and are never truly interactive.” In other words: “Just as the player
plays the game, so too the game ‘plays’ the player” (p. 46).
This double structure of control (where the player controls the game, while
submitting to its control at the same time) is exactly what is revealed by these
cheats. Importantly, this allows us to see that the playability of the game is de-
pendent on this control structure as well. The extent of the player’s control over
the game when she uses these cheats is paramount to the control the game ex-
erts over the player, so the game ceases to be a structure for meaningful play.
Quite literally, using the ‘ghost’ cheat removes the solid ground from un-
der the avatar’s feet, by rendering every solid structure in the game permeable,
including the floor. This makes the experience of playing the game in this way
a quite unsettling experience, and the player is reminded how the “topological
constraints” (Aarseth, 1997) of gamespace are not just impeding the narrative
thrust but also provide a structure for the events within the game world.
DISCuSSIoN
As the analysis of the cheats available for Deus Ex shows, cheating can radically
alter the player’s experience of the game world. Cheats can sped up narrative
progression, change the perception of game space, and enhance the player’s
agency in the game world. One way of approaching cheats theoretically, then,
is to look systematically at the way they influence the experience of such basic
categories as time, space and subjectivity.
As Fuller and Jenkins (1995), as well as Lev Manovich (2001) point out,
narration becomes ‘spatialized’ in adventure games, i.e. narrative progression
is mapped onto the three-dimensional space of the game-world (see Kücklich,
2007a). From this point of view, speeding up narrative progression can be
regarded as a condensation of space. Therefore, certain types of cheats can be
understood as effecting a change in the way players perceive gamespace .
In regard to their potential to change the experience of space, it makes
sense to consider cheats in terms of means that can be used to overcome
136 Kücklich
the topological constraints of the game. After all, the pleasure of any game
depends on a balance between its rules and the freedom these rules leave the
player for unconstrained interaction. From the player’s perspective, playing
can be regarded as a dynamic process that oscillates between a maximum and
a minimum level of constraint.
Once the game process goes beyond either one of these thresholds, it de-
teriorates into a state of over-codification or a state of contingency, both of
which leave the player at a loss for what to do. ‘Being stuck’ in an adventure
game can be regarded as an instance of over-codification, since there are more
conditions for narrative progression than the player is able to meet. Cheats
can solve this dilemma by decreasing the perceived level of constraint in the
game, thus setting the playing process in motion again.
Another type of cheats changes the players’ perception of game-time. In-
deed, the continuous interaction (without the avatar’s intermittent ‘death’ and
‘respawnment’) made possible by the ‘god mode’ of many first-person shoot-
ers is bound to change the perception of time radically – from striated time to
smooth time, to borrow a spatial metaphor. Since time is such a crucial factor
in most action games, the cheats found in this genre are essentially time-sav-
ers: For example, cheats that unlock the different areas in which the game’s ac-
tion takes place have a similar effect of reducing the time that would otherwise
be spent playing towards this goal.
Cheats that increase the range of options available to the player can be said
to change her perception of the relation between the subject and object of
play. As Donald Winnicott (1965) has pointed out, children learn to differen-
tiate between their selves and the outside world through transitional objects,
which are often toys. In digital games, players have the unique opportunity to
reset the parameters of that rather stable sense of agency that has been devel-
oped by the end of childhood, and cheats that allow them to change the level
of openness enhance these possibilities of experimentation even further.
This last point warrants some elaboration. The discussion of ‘identification’
in video games has often revolved around the impossibility of ‘fleshing out’
player characters, because this seems to make them less suitable as a conduit
of the player’s agency. The most successful video game characters seem to be
those that do not have much of a personality, such as the nameless protagonist
of Doom, who merely functions as a ‘placeholder’ for the player in the game
world. Deus Ex is particularly interesting in this respect, because it offers the
player different ways of playing JC, covering the entire spectrum from gung-
ho warrior to cautious assassin.
This may increase the sense of agency that the player has in regard to the
game world, but as we have already seen, much of this freedom is an illusion
that the game creates by presenting the player with a range of options which ap-
pear to correspond to meaningful choices. But as the futile attempts to change
the plot of Deus Ex described by participants in the Through the Looking Glass
forum demonstrate, the plot of the game cannot be changed even when key
characters in the game are removed. The subjectivity of the player can thus be
seen to derive from her subjection to the control of the game.
Cheating as a way to enhance Player experience in Deus ex 137
CoNCluSIoN
This overview of the cheats available for Deus Ex suggests that cheating al-
lows the players to engage playfully with the control mechanisms they are
subjected to. While it is undeniable that part of the pleasure of playing video
games stems from submitting to their control, while at the same time exerting
control over the game, this is also a powerful ideological apparatus that must
be approached critically. Therefore, cheating should not be treated as a shame-
ful practice unworthy of serious games research, but as a way of building up
critical media literacy.
This is, of course, also a political argument. As anybody who plays games is
aware, the public discourse about games is still informed by moral panics about
violent content, sexual and racial stereotyping, and a general focus on the ‘ef-
fects’ of games, rather than the way gamers engage with them. While much
cheating is certainly unreflected, and serves only to play games more effectively,
thus in effect reinforcing their ideological messages, we have also seen examples
of how cheating can be used to engage with games in a more critical fashion.
The theoretical importance of cheating thus can be seen to reside in the
fact that it allows us to approach games in a way that avoids both the glorifica-
tion and the demonisation of games by emphasising the different ways they
can be played. An ideologically dubious game such as America’s Army (2002)
can be played in a way that foregrounds the inner contradictions of its ideol-
ogy, and thus become the catalyst for critical thinking. But even a game like
Deus Ex, which arguably encourages a critical engagement with the text, and
avoids reductive us-vs.-them scenarios, can be played in a way that disregards
these distinctions, and simply reinforces a certain world-view.
An approach that takes the possibilities of ‘illegal’ manipulation of the
game into account is therefore not only able to regard games in terms of their
cultural, social and political embeddedness, but also in terms of their mutabil-
13 Kücklich
ity. Just as cheating can be seen to de-centre the text of video games, an aware-
ness of this mutability appears to foreground the fluidity of games, and the
subject positions that they offer to players. This is perhaps the most significant
way in which cheats can alter the experience of playing a game.
But that doesn’t mean that the other ways in which cheating can change
our perception of game space, game time, and our own agency in the game
world are not important. The various ways in which the player is able to en-
gage with the text through cheats all contribute to a deeper understanding of
how video games work, and why they remain a source of fascination, even
when their secrets have been exposed. Thus, cheating can be seen as a way of
extending gameplay to another level.
refereNCeS
Aarseth, E. (1997). Cybertext - Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University
Press.
Aarseth, E. (2003). Playing Research: Methodological approaches to game analysis, Digital Arts and
Culture. Melbourne.
Aarseth, E., Smedstad, S. M., & Sunnanå, L. (2003). A multi-dimensional typology of games. In M.
Copier & J. Raessens (Eds.): Level Up Digital Games Research Conference 4 - 6 November 2003, 48-53.
Universiteit Utrecht & DiGRA.
CNET Networks. (2006). GameFAQs - Where the Boys Are. Retrieved September 30, 2006, from
http://www.cnetnetworks.com/advertise/properties/gamefaqs.html
Consalvo, M. (2005a). Gaining Advantage; How Videogame Players Define and Negotiate Cheating,
Changing Views, Worlds in Play. Vancouver, BC.
Consalvo, M. (2005b). Rule Sets, Cheating, and Magic Circles. International Review of Information
Ethics, 4, 7-12.
Consalvo, M. (2007). Cheating: Gaining Advantage in Videogames: The MIT Press.
Deleuze, G., & Guattari, F. (2004). A Thousand Plateus. Capitalism and Schizophrenia (B. Massumi,
Trans.). London and New York: Continuum.
Dovey, J., & Kennedy, H. (2006). Game Cultures. Computer Games as New Media. New York: Mc-
Graw-Hill/Open University Press.
Ferret. (2002). Post #3 in forum thread: “Killing Bob Page”. Retrieved October 1, 2006,
from http://www.ttlg.com/forums/archive/index.php?t-60541.html
Frasca, G. (2003). Simulation versus Narrative: Introduction to Ludology. In M. J. P. Wolf & B. Perron
(Eds.): The Video Game Theory Reader, 221-235. New York and London: Routledge.
Fuller, M., & Jenkins, H. (1995). Nintendo® and New World Travel Writing: A Dialogue. In S. G.
Jones (Ed.): Cybersociety. Computer Mediated Communication and Community, 57-72. Thousand
Oaks: Sage.
Humphreys, S. (2005). Productive Players: Online Computer Games’ Challenge to Conventional Media
Forms. Communication and Critical/Cultural Studies, 2(1), 37-51.
Juul, J. (2005). Half-Real. Video Games between Real Rules and Fictional Worlds. Cambridge, Mas-
sachusetts, and London: MIT Press.
Kaufman, J. (2000). Cheating: For the Love of God, Don’t Do It. Retrieved September 30, 2006, from
http://www.adventurecollective.com/features/feature-cheating.htm
Kline, S., Dyer-Witheford, N., & DePeuter, G. (2003). Digital Play. The Interaction of Technology,
Culture, and Marketing. Montreal and Kingston: McGill-Queen’s University Press.
Kücklich, J. (2001). Literary Theory and Computer Games, Cosign, 51-58. Amsterdam.
Cheating as a way to enhance Player experience in Deus ex 139
Kücklich, J. (2007a). From Adventure to EverQuest. Narrative Strategies in Computer Games Now and
Then. Anglistik, 18(2), 121-140.
Kücklich, J. (2007c). Homo Deludens - Cheating as a Methodological Tool in Digital Games Research.
Convergence, 13, (4), 355-367.
Kücklich, J. (2008). Forbidden Pleasures - Cheating in Computer Games. Forthcoming in M. Swalwell &
J. Wilson (Eds.): The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics.
Jefferson, NC and London: McFarland.
Lo Vaquero. (2004). Post #2 in the thread: “Is this cheating/Abusing the system/bug”. Retrieved Octo-
ber 1, 2006, from http://www.forumplanet.com/planetdeusex/topic.asp?fid=2755&tid=1507030
Manovich, L. (2001). The Language of New Media. Boston: MIT Press.
Novakouski, J. (2002). Deus Ex Walkthrough / Playing Guide. Retrieved August 25, 2006,
from http://db.gamefaqs.com/computer/doswin/file/deus_ex_b.txt
Salen, K., & Zimmerman, E. (2004). Rules of Play. Game Design Fundamentals. Cambridge and Lon-
don: MIT Press.
SJamieson. (2002). Post #1 in forum thread: “Killing Bob Page”. Retrieved October 1, 2006, from
http://www.ttlg.com/forums/archive/index.php?t-60541.html
Slocombe, W. (2005). A ‘Majestic’ Reflexivity. Machine-Gods and the Creation of the Playing Subject
in Deus Ex and Deus Ex: Invisible War. In N. Garrelts (Ed.): Digital Gameplay. Essays on the Nexus of
Game and Gamer, 36-51. Jefferson, NC, and London: McFarland.
Tantalus field. (2006). Retrieved October 2, 2006,
from http://www.memory-alpha.org/en/wiki/Tantalus_field
Tomas, D. (2000). The Technophilic Body: On Technicity in William Gibson’s Cyborg Culture. In D.
Bell & B. M. Kennedy (Eds.): The Cybercultures Reader, 175-189. London: Routledge.
Vitas, A. (2001). The Reader Can’t Shoot. Computer Games and Interactive Narrative. In A. Bammé, G.
Getzinger & B. Wieser (Eds.), Yearbook 2001 of the Institute for Advanced Studies on Science, Technol-
ogy and Society, 163-198. Munich and Vienna: Profil.
Willie, R. (2006). To cheat or not to cheat. Retrieved September 30, 2006,
from http://games.iafrica.com/blog/653248.htm
Wimsatt, W.K., & Beardsley, M. C. (1946). The Intentional Fallacy. Sewanee Review, 54, 468-488.
Winnicott, D. (1965). The Family and Individual Development. London: Tavistock.
Wright, T. Boria, E., & Breidenbach, P. (2002). Creative Player Actions in FPS Online Video Games.
Playing Counter-Strike. Game Studies, 2(2).
Yan, J., & Randell, B. (2005). A Systematic Classification of Cheating in Online Games, 4th ACM
SIGCOMM Workshop on Network and System Support for Games. Hawthorne, NY.
GaMeS
Bethesda Game Studios. (2002). The Elder Scrolls III: Morrowind. Bethesda Softworks, Ubisoft. (PC).
Bioware. (1998). Baldur’s Gate. Black Isle. (PC).
Bungie. (2001). Halo: Combat Evolved. Microsoft Game Studios. (PC).
Core Design. (1996). Tomb Raider. Eidos Interactive. (PC).
DMA Design. (2001). Grand Theft Auto III. Rockstar Games. (PC).
id Software. (1993). Doom. (PC).
id Software. (1996). Quake.(PC).
Ion Storm. (2001). Deus Ex. Eidos Interactive. (PC).
Ion Storm. (2003). Deus Ex: Invisible War. Eidos Interactive. (PC).
Lucasfilm Games. (1987). Maniac Mansion. (PC).
Lucasfilm Games. (1990). The Secret of Monkey Island. (PC).
Lucasfilm Games. (1993). Sam & Max Hit the Road. (PC).
Lê, M., Cliff, J., & Valve Software. (2000). Half-Life: Counter-Strike. (mod). Sierra On-Line. (PC).
Looking Glass. (1998). Thief: The Dark Project. Eidos. (PC).
Ubisoft Montreal Studios. (2003). Tom Clancy’s Splinter Cell. Ubisoft. (PC).
U.S. Army. (2002). America’s Army. (PC)
Thomas Duus henriksen
w
hen extending the experiences of games, it is interesting to consider
how games can be deployed in order to extend an experience, not
towards making the game-experience more intensive, but to extend
it into the lived lives of the players. Although such purpose would resemble
that of a learning game, it is questionable if such an effect can be realised on
basis of those assumptions and understandings that currently are constitutive
to how we approach and think of learning games. In this chapter, I’m address-
ing how such understandings and assumptions, which draw upon inherited
knowledge and techniques from disciplines like game-design and educational
theory, affect how learning games currently are being understood, deployed
and developed. Such heritages are especially visible when it comes to deter-
mining what is to be considered a good learning game.
The purpose of this chapter is to provide a view on how different under-
standings of learning games provide different opportunities for deploying and
developing such games. In doing so, the currently accepted understanding of
learning games as being an educational experience that makes it fun to explore
a realistic1 representation of a phenomenon is addressed in respect to how and
what effects it has to the area. Through this approach, the questions of par-
ticipatory incentives, learning and validity in learning games are readdressed
through the investigation of what effect alternative approaches might have in
respect to the deployment and development of learning games.
While asking the question on what effect these currently dominating un-
derstandings have on the learning process, as well as to the effect of their
alternatives, the chapter seeks to address how readdresment might provide
new means for innovating learning games. In order to address such a question,
the chapter sets out to present how current approaches have a limiting effect
to the development and deployment of learning games, as well as to present
a framework for understanding of learning games that incorporates the cur-
rent as one among several possible approaches. In this chapter, the interactive
constitution between the phenomenon of learning games and the understand-
ing of learning games is addressed through the use of discourse analysis. The
purpose of this approach is to address how understanding and phenomenon
are mutually constitutive (see Henriksen, 2007a), and that these constitutions
extending experiences of learning Games 141
are contingent, and therefore are subject to change. The purpose of using dis-
course analysis is to explicit that the analysis makes a specific, analytical cut,
which constitutes the investigated phenomenon in a particular manner. The
purpose is not to attempt to formulate an all-encompassing understanding
of learning games, but to provide a view on the effects of a particular under-
standing of learning games, as well as providing an optic on how the mobilisa-
tion of alternative constitutions would affect the area.
While addressing the three answers; by making learning games fun, by mak-
ing them educative through the exploration of an academically enriched content,
and as realistic representations on an issue, which are the commonly accepted
answers on how to provide participational incentive in learning games, how to
embed learning processes, and how to understand the game-provided knowledge
and insights, a framework is needed for addressing those lines of thinking that
provide these questions with answers. When mobilising discourse as an ana-
lytical strategy, the answers fun, educational, and realistic can in the in terms
of Laclau and Mouffe (1985) be framed as discourses, occupying the nodal
points of participatory incentive, learning and validity. In the occupation of a
nodal, a discourse has conquered the privilege to dominate the understanding
the issue or question of that nodal.
The reason for addressing the nodal points in this analysis, is that they are
discursive battlegrounds due to their ability to affect the questions and issues
proposed by the surrounding elements. As a discourse occupies a certain nod-
al point, its understandings, meanings and values are imposed to the issues of
the surrounding elements. If, for instance, a nodal on game-experience within
game-design was to be occupied by a discourse stating that games should the
player a sensation of realism, the presentational nodal within gaming would be
occupied with a ‘sensation of realism‘ discourse, which would effect the sur-
rounding elements of graphics, sound, game-play, etc. in terms of reflecting the
occupying discourse. In effect, the discourse provides a specific understanding
on an issue, rendering alternatives as invalid, thereby closing the issue; anyone
saying something different than the currently reigning discourse is (accord-
ing to the discourse) wrong. The reason for addressing the three discourses
concerning fun, educational and realism is that they are deployed in a very
powerful manner when challenged, indicating that they are deeply rooted, as
well as being very influential in respect to the overall understanding, deploy-
ment and development of learning games.
Discourses are deployed by enacting them in respect to a problem or phe-
nomenon, allowing the discourse to imbue it with a certain meaning. The
deployment of the fun-discourse could occur e.g. by making a learning game
fun. Another deployment can be seen through questions like “Should they
rather be boring?” which are commonly used to keep the current discourses in
office by framing the alternatives as absurd. Such defensive mobilisation has
the double effect of expressing the ideas of the discourse, while maintaining
its dominance through contrasting the alternatives. Such mobilisation is of
great analytical values, as it addresses the manifestation of discursive differ-
ences. Through his concept of ‘la différance”, Derrida (1976) observes how a
142 henriksen
been anonymised. This chapter draws upon experiences from two deploy-
ments; the XX, which included participants from several different organisa-
tions, and the YY, which ran as an internal event in a large Nordic coopera-
tion.
such challenges, the area has maintained the emphasis on fun that it inher-
ited from commercial gaming, as well as the understanding of games it came
with. Within learning games, fun is given the same position as in commercial
gaming, seeking to make learning fun (see e.g. Barab et al. (2005)) in order to
motivate participation.
In terms of discourse analysis, one could say that the discourse stating
games as fun has managed to occupy the nodal concerning the motivational
issue. This heritage is largely unchallenged, and while fun is being the prime
purpose of a commercial game, the same understanding is handed down to
learning games, to which the presence of the game element in the educational
setting is understood as to bring fun into the learning process.
This understanding seems to be very deeply embedded among learning
game practitioners, and is especially present when trying to make an easy sale.
The underlying discourse of fun is commonly enacted in the presentation of
learning games by facilitators, who present learning games as something fun
to look forward to. It is also present with the participant, whose expectations
to the game-based learning experience is shaped by their conception of games
in general – as something fun to play. The discourse is so deeply embedded
in the understanding of learning games that it is beyond question, and by
eliminating the contingency on the issue, a shared understanding of the is-
sue is provided. When being challenged, the discourse becomes even clearer;
during a keynote speech, I rhetorically asked whether it should be fun to play
learning games, to which a person in the audience replied “Yes, otherwise
we’d might as well teach!” Such defensive mobilisation showed very clearly
the solid rootedness of the discourse. Another common mobilisation of the
fun discourse would be the Derridan question on the alternative – “should
they then boring?” which frames the logical contrast as unattractive or ab-
surd.
Despite the critique, the mobilisation of fun on the issue of providing
participational incentive in learning games clearly has some effects to the
game based learning process in order to generate activity by motivating par-
ticipation. The heritage allows educational game-designers to draw upon ex-
periences from commercial games in order to create engagement in the game
activities, but with this heritage comes also the challenges within commer-
cial game-design. One such significant challenge would be the balancing of
realism against fun, which to learning games would constitute a prioritizing
between educational elements and fun. Although being caught between the
values of commercial gaming and those of education constitutes a dilemma
to learning game-designers, the conjunction between fun and education is
commonly presented as the purpose of game-based learning (see e.g. Prensky
2001.
The main effect of this discourse would then be to frame the learning
game as a fun mean for generating activity within a learning process. By al-
lowing the question of motivation to be answered by the fun discourse, fun
becomes the key driver for the process, as well as to the whole question of why
to use learning games. When a discourse is allowed to dominate the question
extending experiences of learning Games 145
words, active, but not being dominant to the participatory incentives of the
EIS.
The EIS is interesting to look into due to its very untraditional approach to
and mobilisation of participational incentives. When addressing the question
on why participants take part in the EIS, the struggle taking place between dif-
ferent participational incentives becomes very clear in itself. Although framed
as a beneficial and fun experience, other participational incentives are active
in the persuasion of the participant into taking part of the game, and most
importantly, to remain a part throughout the game.
learning by disaster
While attempting to score at least a few points, a group from the XX deploy-
ment made leaps for the small successes. Rather than sticking to their plan,
they took the process one step at the time while making slow progress. Then
disaster occurred; while making a poorly placed decision, the groups lost the
few points they had earned so far. This sets them back to where they started,
but now with less time and resources to complete the job. As the disaster
occurs, the participants become silent, and several starts thinking what this
failure makes them look like. The facilitator walks through the door at the
same moment, and is met with assurance that the group had much more
points just a moment ago. After providing some advice on how to continue,
the facilitator leaves, and the group starts working again. According to several
participants, what seems to drive them here is not a desire to play the game,
but to get at least some points in order to save face to the other participants,
and it results in a very intensive combination of change discussion and game
decisions. For better or for worse, what drove the participants through the last
part of the EIS was clearly an attempt to get to better. The game surely got
pleasant while receiving drops of positive feedback, but clearly the dominat-
ing sensation throughout the game was the frustration of not being able to
master its challenge. This difference is probably what made the participants
stay in the game, both when things got hard, but also when they went com-
pletely wrong for them.
fun to be a possible side effect, as well as to become one of many tools for inciting
participation in a learning game. As seen with the model above, the use of alterna-
tive participatory incentives allows the staging of difficult problems, processes and
eventually benefits, which are addressed in respect to the next nodal.
to place the learning process, it would not make sense to move focus from
content. But that would, in fact, be what Im about to suggest, namely to stop
thinking about the content and the exploration of such as the game-based
learning process.
can be seen in the cracks in the current discourse: time, objective, orientation
and nature of the knowledge.
objective to learn
When thinking in lines of content, the learning objective would, logically
enough, be to communicate as much of that content from the learning game
to the participant. But rather than seeing success in line of having commu-
nicated a content, it would be interesting to see what other objectives the
learning game would be able to stage processes on. Such emphasis employs
Højbjerg’s (2005) distinction between decisional and negotiational game-
processes, from which the EIS can be seen as a game of making the right deci-
sion (in respect to content), or to negotiate what decision to make (derived
from content), or even as the application of both. Through such analytical
perspective, attention is paid to how the decisions and operations concerning
content allows the staging of other (derived) processes. The first would be the
group process encountered at the XX deployment, the second the applicative
discussion encountered with the YY deployment.
pants actively applied the insights gained from the EIS session as analytical
perspectives during those workshops.
In terms of learning objectives, learning games provide an opportunity to
stage learning processes that are not directly associated with the communica-
tion of an embedded content, rather they can be understood as constituted by
the embedded content.
orientation of attention
When thinking in lines of content, there is an assumed connection between
the exploration of content and the ability to address game-external issues,
making it unaddressed what is actually being explored. Again, the question
can be addressed by looking across the two EIS deployments, providing a
view on the differences between the competing discourses: With the XX
deployment, attention was staged towards exploring the game as a model
of reality on the subject of change. This was supported by drawing upon
generic examples on organisational change in order to explain the processes
and feedbacks of the game. With the YY deployment, attention was staged
towards exploring how the existing organisation could be understood. The
different attention affected the orientation of the two sessions: With the
XX, attention was paid to understanding the game-embedded processes,
seeking to provide a clear view on how to approach change implementa-
tion projects; with the YY, attention was paid to providing the participants
with analytical tools for understanding, planning and implementing future
changes in YY’s organisation, seeking to equip the employees. While one
learning process turned attention into the game, the other turned towards
the organisation.
of such can be seen through the utterance “That’s not realistic!” followed by
utterances such as “In a real organisation, where people navigated politically
[...]”, “That would never happen to me” or “This would never be the case at
YY – we don’t even have such gatekeepers”. Such utterances mobilises the
realistic discourse in order to point out that something is not realistic, and by
doing so, proving it wrong. Realism is thereby established as an indication of
quality and the counter-mobilisation as expression of a conflict between the
game’s and the participant’s reality. If addressed within the realistic discourse,
there is only room for one reality, and the other has to be turned down.
By manifesting the game-provided reality as the valid one, the facilitator
can maintain a sense of game-validity. Otherwise, the representational valid-
ity would be broken, rendering the game invalid to learn from. The effect of
employing a realistic discourse such occasions would be a very defensive ef-
fort with the facilitation in order to keep the participants’ trust in the game.
While the mobilisation of a realistic discourse would constitute an attempt
to make the game’s points constitutive to the participants’ realities, alterna-
tive approaches based on humanistic approaches can be employed by taking
an alternative approach to understanding the game-provided knowledge and
insights.
and not to the application. When applied as an analytical scope, the effect is
situated to the application, rather than rendering the perspective essentially
bad in case it turns out unproductive in the specific application.
CoNCluSIoN
Seeking new ways of thinking about learning games proves to be a double-
edged sword. As the analysis shows, current understandings of learning games
works as a limitation to their use, whereas the abandonment of the current
understandings opens the phenomenon to new meanings, objectives and ap-
plications, which may prove very advantageous to their educational purpose.
On the other hand, by opening the understanding of learning games to meet
such new opportunities, the current understanding of learning games is also
challenged. As it is no longer confined by the discursive heritage from com-
mercial gaming, such opening allows learning games to evolve away from its
current heritage, and by that become less ‘gamish’ due to an invasion of dis-
courses from other areas, especially from learning theory.
The currently accepted discourses on fun, educative content and realism
concerns the game and its ability to edutain its participants, but in order to
allow the game to extend its experience beyond itself, the learning game must
be thought of in terms of staging itself for such extension, making it relevant
to consider whether the learning game should attempt to draw reality into the
game, or whether it should seek to draw the game into reality. While having
argued for moving emphasis away from the game, a very subject dependent
question remains on whether learning should be game-based at all. Despite its
relevance, the question would precede the issue on how to extend the experi-
ence of learning games.
In this chapter, I have presented a number on why arguments on why
learning games should not be fun, educative or realistic in order to point out
the possibilities of thinking them otherwise, while putting current concep-
tions of learning games at stake.
NoTeS
1. Realism refers here to the epistemological assumption that reality exists independent to our percep-
tion of it, and that it is possible to access (and represent) reality objectively
extending experiences of learning Games 161
refereNCeS
Aldrich, C. (2004). Simulations and the future of learning: an innovative (and perhaps revolutionary)
approach to e-learning. San Francisco: Wiley & Sons Inc. / Pfeiffer.
Barab, S., Thomas, M., Dodge, T., Carteaux, R. & Tuzun, H. (2005). Making Learning Fun: Quest
Atlantis, A Game Without Guns. Educational Technology, Research and Development, 53(1), 86-107.
Bates, B. (2004). Game Design. Boston: Thompson Course Technology.
Boonstra, J.J. (Ed.) (2004). The Dynamics of Organizational Change and Learning. West Sussex:
Wiley Press
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. San Francisco: Harper &
Row.
Derrida, J. (1978). Writing and Difference. (translation by Bass, A.), London: Routledge
Dewey, D. (1938). Experience and Education. In J.A. Boydston (1988) (Ed.): The Later Works. Vol. 13.,
1-62. Carbondale: Southern Illinois UP.
Egenfeldt-Nielsen, S. (2005). Beyond Edutainment: Exploring the Educational Potential of Computer
Games. PhD dissertation, IT-University of Copenhagen, Denmark. Retrieved 24 February, 2006, from,
http://www.itu.dk/people/sen/egenfeldt.pdf
Fullerton, T., Swain, C. & Hoffman, S. (2004). Game Design Workshop: Designing, Prototyping and
Playtesting Games. San Fransisco: CMP Books.
Henriksen, T.D. (2000). Læring i den simulerede praksis. – anvendelsen af Live Action Role Play som
redskab til kompetenceudvikling. (Learning in the simulated practice – the use of live action role play as
a tool for developing competencies). BA Dissertation. Institute of Psychology, University of Copenhagen,
Denmark.
Henriksen, T.D. (2004). On the Transmutation of Educational Role-Play. A Critical Reframing of the
Role-Play in Order to Meet the Educational Demands. In M. Montola & J. Stenros. (Eds.): Beyond
Role and Play. Tools, toys and theory for harnessing the imagination. Preceding papers for Solmukohta/
Knudepunkt, 107-30. Helsinki: Ropecon Ry.
Henriksen, T.D. (2006a). Educational role-play: moving beyond entertainment. Seeking to please or
aiming for the stars. Paper presented at On Playing Roles seminar, Tampere, Finland.
Henriksen, T.D. (2006b). Dimensions in Educational Game-Design – perspectives on designing and
implementing game-based learning processes in the educational setting. Paper presented at Nordic Play-
ground event in Reykjavik, Iceland.
Henriksen, T.D. (2007a). Role Conceptions and Role Consequences: Investigating the Different Con-
sequences of Different Role Conceptions. In J. Donnis, M. Gade & L. Thorup (Eds.): Lifelike, preceding
papers for the Knudepunkt conference. Retrieved 17 October 2007,
from, http://www.liveforum.dk/kp07book/lifelike_web.pdf
Henriksen, T.D. (2007b). Liquidating Roles and Crystallising Positions. In R. Harre & Moghaddam
(Eds.): Conflicts and Positioning theory. Springer-Verlag New York Inc.
Højbjerg, E. (2005). Spil og spilleregler – om Analytik i samfundsvidenskaben. (Games and game rules.
On analytics in the social sciences.) In A. Esmark, C. B. Lausten, & N. Å. Andersen (Eds.): Socialkon-
struktivistiske Analysestrategier. (Socialconstructivist Analysis Strategies) Roskilde UP.
Konzack, L. (2003). Edutainment. Leg og lær med computermediet. (Edutainment. Playing and learn-
ing with the computer.) Aalborg UP.
Laclau, E. & Mouffe, C. (1985). Hegemony and Socialist strategy. Towards a Radical Democratic
Politics. London: Verso.
Lave, J. (1999). Læring, mesterlære, social praksis. (Learning, Apprenticeship, Social Praxis). In K.
Nielsen & S. Kvale (Eds.): Mesterlære. Læring som social praksis. (Apprenticeship. Learning as a Social
Praxis), 35-53. Copenhagen: Hans Reitzels Forlag.
Malone, T.W. & Lepper, M.R. (1987). Making games fun. A Taxonomy of Intrinsic Motivation for
Learning. In R.E. Snow & M.J. Farr (Eds.): Aptitude, Learning, and Instruction. Vol 3: Conative and
Affective Process Analyses, 223-53. LEA.
162 henriksen
Papert, S. (1998). Does easy do it? Game Developers Magazine, Soapbox, June 1998.
Prensky, M. (2001). Digital Game-Based Learning. New York: McGrawHill
Rouse, R. (2000). Game-Design: Theory & Practice. Texas: Wordware Publishing.
Schaffer, D.W. & Resnick, M. (1999). ’Thick’ Authenticity: New Media and Authentic Learning.
Journal of Interactive Learning Research, 10(2), 195-215.
Sfard, A. (1998 ). On Two Metaphors for Learning and the Dangers of Choosing Just One. Educational
Researcher, 27(2), 4-13.
GaMeS
Blizzard Entertainment. (2004). World of Warcraft. Vivendi Universal. (PC/MAC)
Pau waelder
P
ainStation, an interactive art project developed since 2001 by German
artists Volker Morawe and Tilman Reiff, introduces a new form of in-
teraction and competition in computer games. It consists of a table
console for two players, who confront each other in the first-generation arcade
game Pong (1972), a simple tennis game in which each player must intercept a
bouncing ball and send it back to the opponent. In order to play, the partici-
pants hold a controller with the right hand, while resting their left hand on a
metallic panel. This hand will suffer from electroshocks, heat, or a whiplash
every time the ball is not returned. The player could avoid the punishment by
drawing back the hand, but this would mean losing the game, that is indeed
a competition, in which each participant tries to beat the opponent not only
by returning the ball but also by enduring the pain.
The artists describe the PainStation as an “Enhanced Duelling Artefact”
(Morawe & Reiff, 2001, p. 1), a virtual face-off with physical consequences
seen by many as the ultimate gaming experience. Indeed, the artwork has met
with great success in numerous game conferences and media art festivals over
the last years, receiving the Honorary Mention at the Ars Electronica Festival
in Linz (2002) and the International Media Art Award at the ZKM Center
in Karlsruhe (2003). At every event, the machine captivates the attendees and
some even play for so long they have to be asked to stop due to too severe
injuries. There’s usually a crowd gathered around the two players, turning
the game into what could be compared to a street fight, a boxing match or
any other sort of duel. Competition in this game goes beyond the screen,
involving the participants at a more personal (and physical) level. Their self-
esteem is more deeply affected as they are not acting through an avatar and
constrained by the abilities of a fictitious character, but putting their own
physical endurance to test, and doing so in front of others. Yet, the experience
is in most cases perceived as fun and addictive. The players do not seem in-
timidated, nor feel attacked, but on the contrary, they are eager to play again,
particularly with friends – some trying to beat the highest score or improve
their own performance.
164 laso
arTefaCT
Volker Morawe (1970) and Tilman Reiff (1971) created the first PainStation
in 2001 while developing a project for the postgraduate program at the Acad-
emy of Media Arts in Cologne (Kunsthochschüle für Medien Köln). Their
interest in games and technology led them to develop this console game with
haptic feedback. The idea behind it was to enhance computer game play with
physical experience and social intercourse. As the artists put it:
In developing PainStation, the question arose as to how, first, the sensual con-
tact, which is reduced in common computer games and, second, the principle
of sociability, which is still only inherent in haptic games, can be integrated
[...] not only should man and machine be linked, not only virtual opponents
be fought (Leopoldseder and Schöpf, 2002, p. 102).
Instead of creating a new game, they reprogrammed one of the first and most
influential titles in video game history, Pong, created by Nolan Bushnell in
1972. This choice was motivated, first, by the self-imposed prerequisite of us-
ing a game whose rules where self-explanatory, so that players would easily get
involved in the interaction with the machine and with one another, which are
the main objectives of the project. Second, choosing Pong entails first of all a
tribute, a recognition of the history of video games (which have been largely
considered just an entertainment for teenagers, with no cultural values and
thus not worth having a history of its own), and also a challenge, the game be-
ing so straightforward that it is necessary to enhance it with a truly compelling
form of interaction in order to make it interesting for an audience that is used
to impressive graphic interfaces and immersive environments.
Morawe and Reiff developed an interaction that was not only physical but
also painful, resulting in an artwork that grew in controversy as it met with
growing approval among those who experienced it. The fact that the combi-
nation of one of the earliest videogames and a torturing device, humorously
named after Sony’s popular console, has become the ultimate gaming experi-
ence is in itself an incisive critique to the video game industry. Eric Zimmer-
man stresses this aspect of the PainStation as being more a critical artwork
than a commercial game console: “Is the Painstation sadistic? Masochistic?
Unethical? It is rare that digital games force us to ask these kinds of questions.”
(McGrath, 2002).
an enhanced Duelling artefact 165
Game play
In order to be able to discuss the experience of PainStation players, I will
now describe in detail the process of game play. This description refers to the
PainStation 2, which is the machine most players have tested, since it has been
exhibited during the last three years.
Two players stand in opposite sides of the console, facing each other. Each
player holds a knob with the right hand and places the left hand on a metal-
lic panel with two buttons. These panels are the Pain Execution Units (PEU),
equipped with several pain-inflicting devices: a lamp that radiates burning
heat, electrodes that deliver electroshocks of varying intensity, and a whip
made of exchangeable materials to produce different damage levels. These
physical punishments will be inflicted on each player’s hand. Once both play-
ers have their hands placed on the respective panels, they simultaneously press
the buttons that start the game. The machine hums and produces several nois-
es that sound subtly threatening. A message appears on the screen, informing
the players that the machine can cause severe pain, describes the different
punishments and states that the artists assume no liability for the physical
166 laso
The only way to end the game is to take off the hand from the panel, which
means abandoning. Until this happens, the players have to deal with increas-
ing pain as the punishments inflict more and more severe damage to their
hands. The totality of punishments inflicted on each player is scored in a “Suf-
fered Pain” display: high scores are stored in the machine’s memory, so that
hardcore gamers can compete over the amount of pain they can withstand
–the artists usually get emails asking them which is the current high score.
Players’ reactions
As I stated above, the setting up of the PainStation in gaming events and media
art exhibitions has met with great approval. Players are captivated by the game
and many play until their hand bleeds, feeling almost proud to be wounded.
A crowd usually gathers around the participants and follows the course of the
game with sheer interest. According to the observations of T. Reiff (personal
communication, August 24, 2006): “most of the players are laughing and
enjoying the game, and they surely show off their wounds with some sort of
pride. Most people prefer to watch before getting involved in the game. Usu-
ally when somebody plays he later on brings his friends, explains the game to
them and then they play together”. In Reiff’s opinion, by average players are
prominently male, between 18 and 35 years old, apparently not belonging to
any particular social group. Many women also play this game, but those who
test it are less inclined than men to try to beat the high score.
Hardcore players are particularly interesting in this case because, in gen-
eral terms, the higher the score, the worse the wounds. These players engage
in a feverish competition with their opponent, with themselves and with the
community of players, by taking the current highest “Suffered Pain” score as
the measure of their success. Some of them might play until they are told to
stop because their wounds are too severe; others do not get to this point but
are certainly eager to prove they can play long and stand a lot of pain. Reiff
also recalls the case of a player who had really bad burns in his hand, and told
16 laso
them he was unaware that the machine could cause so much damage. This
illustrates the fact that, the PainStation being a game, players usually consider
that nothing in it, including the pain, is really serious.
On the guestbook section of the artwork’s website (see Appendix), the mes-
sages left by fans paint an eloquent picture of the players’ experiences, their
attitude towards the game and their perception of the artwork. The detractors
mainly criticise the game as being “sick” and express their rejection towards the
concept itself, because (as most of them imply) they have not played and are
not willing to. Among the supporters, several types of reactions can be traced
in the numerous posts. Most of them have directly experienced the game (and
usually start their contribution with a sentence such as “I played in...”, clearly
stating this fact), but others are simply enthusiastic about the concept. In both
cases, one of the main interests is to be able to buy the console, which means
that it is perceived mainly as a product for home entertainment. Others do
not want to buy it, but to build one (in this case some are willing to pay for the
blueprint). Some suggest improvements to the machine, mostly to make the
game more painful or even deadly (suggested additions include razor blades
and a flamethrower). Then, the main concern is the high score: most players
complain about not having been able to reach their “pain level” or proudly
state that they have beaten the highest score (Appendix,§3, 4, 7 and 10).
This happens usually with the concurrence of friends. Reiff’s observations and
the guestbook messages coincide in depicting an atmosphere of amusement
among peers. Part of the fun is in watching the others when they cry in pain
(Appendix, §8); also, a sort of cooperative play arises when the participants
agree in enduring the pain to reach higher scores (Appendix, §7).
In sum, the players’ reactions are mainly positive: they engage in an experi-
ence that is perceived as stimulating and fun, and evolves in a socially active
environment, usually among friends. Pain is inserted in the context of the
game and thus not taken as an aggression, but rather as part of a challenge that
spurs the player’s self-esteem. This bodily experience becomes later on the sign
of belonging to a community, something to remember and share with others.
Duel
Although the project description of the first PainStation opens with a 19th-
Century etching of a duel with pistols, and the machine itself is defined as an
“Enhanced Duelling Artefact”, there is no further reference in the text to the
correlations between the videogame and this traditional combat of honour. It
is, in my opinion, important to further analyse the implications of applying
the concept of duelling (and therefore competition) to this game in order to
better understand the players’ experiences. To this end, I propose here a brief
review on the nature of games, particularly of those that imply a confronta-
tion.
Johan Huizinga (1972) defined the game as a voluntary activity that is
set out of real life, has no material interest, is performed in a particular space
and time and is subject to its own order through a set of rules. Following
Huizinga, Roger Caillois (1994) adds to this definition the condition that the
outcome of the game play must be uncertain (in the sense that, for instance,
players do not know in advance who will win). Caillois also contributes a clas-
sification of games in four main categories, of which I will only retain one for
the purposes of this chapter: agon, the category of competition games, which
also includes duelling. Caillois refers to these games as:
... a fight in which equal opportunities are created artificially so that the an-
tagonists confront each other in ideal conditions, with the possibility of giving
a precise and undisputable value to the triumph of the winner. [...] For each
competitor, the driving force of the game is the desire for recognition of their
excellence in a particular field. [...] The agon comes up as the pure form of
personal merit and is used to manifest it. (Caillois, 1994, pp. 43-45. My trans-
lation from the Spanish version).
the machine itself that becomes the second to both players, keeper of the code
duello, theoretically ensuring that they are subject to the same type of punish-
ment and that the rules of the game are not broken.
The competitive situation experienced by the players is one of the main factors
that make this game fun. A field research and an online survey study led by
Vorderer, Hartmann and Klimt (2003) concludes that competitive elements
determine the enjoyment in playing computer games, and that there is a pref-
erence for a social-competitive situation, in which the player contends against
another user. With its clear rules and precise goal, this game creates a competi-
tive structure that has no “grey areas”, as can occur in many other social situa-
tions, and thus the players engage in a challenge that has a clear outcome: total
victory or self-imposed defeat. Moreover, players are contending in front of
an audience that plays an important part in the social dimension of the game.
Caillois (1994, p. 128) stresses that “all competition is in itself a performance”,
pointing to the need for an audience to witness how one of the players defeats
the other. Competition games lose motivation if they are not played in front of
onlookers because it is their presence that spurs the participants’ self-esteem,
and also brings in a sense of community. Competition implies a shared activity
that generates, according to Vernes (1967, p. 431), a community with the op-
ponents and other fellow players. In PainStation, the two main elements that
give sense to this community are, first, the experience of pain and its visible
outcome in the form of a wound in the back of the left hand, and second, the
“Suffered Pain” score. Photos of wounded hands are displayed on the “Hall of
an enhanced Duelling artefact 171
Pain” section on the artwork’s website (Morawe & Reiff, 2006), and according
to the artists, some players are even proud of having the image of their hand
posted in this gallery. Just like piercings or tatoos, the wound in the hand
identifies that person as being a (regular- to hardcore-) PainStation player and
therefore belonging to this particular group. As for the high scores, although
they are not published on the website, they are a frequent issue in the player’s
comments posted on the guestbook. These scores introduce another aspect
of the competitive structure: the competition not only against the opponent
during game play but also against other players who might have endured more
pain (thus reaching a higher score). It is interesting to point out how competi-
tiveness takes the players to see a reward in repeatedly going through such an
unpleasant sensation, as well as the fact that they find the measure of their own
experience by comparing it with the experience of others.
aGGreSSIoN
For more than 15 years, the concern that video games with violent content
might induce aggressive behaviour has been the subject of a constant debate
among psychologists and media researchers. I think it is thus particularly per-
tinent to address this issue in the context of the PainStation, since it performs
aggressions to the body of the user as an integral part of its game play. An
overview of the most prominent research in this subject seems to conclude
that no final asseveration has been made regarding the influence of videog-
ames on aggressiveness: Anderson and Dill state that “there is presently no
empirical evidence on whether playing a violent video game increases acces-
sibility of aggressive thoughts” (Anderson & Dill, 2000, p. 773) but empha-
size that videogames are in this regard potentially more dangerous than TV.
One particularly interesting concern is that, as video games achieve a higher
degree of realism, it is expected that aggressive emotions will be heightened:
“the more realistic the violence, the more the player identifies with the aggres-
sor. The more rewarding the video game, the greater potential for learning
aggressive solutions to conflict situations.” (Anderson & Dill, 2000, p. 788).
Other studies have also considered the subject of reality by including experi-
ments with head-mounted displays (Arriaga, Esteves, Carneiro, & Monteiro,
2006), but again no conclusion was reached. In any case, it would be logical to
suppose that the PainStation is a videogame that critically induces violent be-
haviour and feelings of aggression, since its form of violence cannot be more
realistic. Yet, the comments of both the artists and the players, as I pointed
out before, paint a totally different picture. There seems to be no violent be-
haviour but rather simple amusement.
Most of the factors that lead to an explanation for the reactions of the Pain-
Station players have been presented in the course of this text: first, the fact that
participating in the game is voluntary, players being well aware of its nature be-
cause they have been watching others play before. Second and more important,
the player can quit the game at any time with a simple gesture, and therefore is
also aware that it is her own decision to keep playing. Third, the knowledge (or
172 laso
belief ) that the pain he is suffering is controlled and does not pose a real threat
contributes to lower the possible feelings of aggressiveness the player might
be experimenting. Fourth, the punishments are not applied arbitrarily, but as
a result of bad performance, and therefore the player interprets that he is suf-
fering from his own mistakes. Fifth, as I stated above, the will to beat the high
score and the wounded hand as a sign of belonging to a group contribute to
perceive the pain as somewhat positive, as part of a challenge and not a simple
torture. Finally, the social environment in which the game takes place is a fac-
tor that particularly contributes to lower the players’ aggressiveness. Williams
and Clippinger (2002) conducted a field research examining the difference in
frustration and aggression in game play after users encountered the computer
as opponent and a proximate person as opponent. A non-violent game (Mo-
nopoly) was used in order to isolate the aggressiveness of the player from the
function of game play. The researchers concluded that there was a significant
difference in the level of aggression shown by the participants in the two situ-
ations, being the reaction against the computer much more aggressive than
against another person, when this person is physically present. The social in-
tercourse involved in the second situation led to lower feelings of hostility. The
interface is thus key to the perception of aggressiveness: when playing against a
computer, the user can’t empathize with the machine, he does not know what
it is thinking and can’t evaluate its abilities or know if it is playing fair, and
consequently feels in an unfavourable position. When playing against another
person, both participants perceive game play as a peer-to-peer situation, the
computer being a mediator that levels their skills or at least constraints them to
what is needed in the game. Casual conversation and body expression give the
players additional information that contributes to modulate aggression (the
attitude of the opponent tells the player whether the game play is being taken
seriously or not, for instance). The comments posted on the guestbook of the
artwork’s website as well as the artists’ observations indicate that usually players
compete against friends, and that the situation is perceived as amusing.
The artists recall only one situation in which a player developed an aggres-
sive behaviour (Reiff, personal communication, October 6, 2004): it was the
case of a boxer who had come to the game convention right after being in a
fight. As he received the first electroshocks, he began to slam his fist on the
machine and later on angrily asked who had built the artefact. Both artists
silently left the place, not returning until the boxer had calmed down. But this
is of course a particular case that can only prove, as most research in this field
does, that violent individuals tend to violent behaviour.
PaIN
The PainStation is usually criticised as being a game for masochists. It could
seem obvious to refer to masochism when someone voluntarily submits to
receiving pain, particularly if it is in the context of a leisure activity; but in this
case the players’ motivations have nothing to do with a psychiatric disorder.
In the previous section, I briefly described the factors explaining the players’
an enhanced Duelling artefact 173
low levels of aggression, or even their lack of it, despite the violent nature of
the punishments they are suffering. These factors also contribute to explain-
ing that the pain felt by the participants is not experienced in the sense of
torture, domination or humiliation, but as an unpleasant sensation that must
be overcome to prove self-efficacy. According to Westen (1987) our behaviour
is determined by affects, which define the course of action depending on how
a situation conflicts with an ideal state. For PainStation players, the ideal state
or the goal is to defeat the opponent and, as suffering pain is necessary to
achieve this goal, they do not try to avoid it. Therefore, players do not will-
ingly undergo the painful punishments, but rather choose suffering instead of
abandoning. This is, in itself, a fundamental distinction; but there is also the
question of how the sensation that we define as pain is actually perceived.
The perception of pain can be affected by several psychological and cogni-
tive variables. Janal (1996) examined what he defined as stoicism in recrea-
tional runners: the fact that after exercising they report being less affected by
pain, although their tolerance remains the same. He concluded that: “pain is
reported to be lessened during and after exercise, but tolerance is unaffected.
There is some evidence to suggest that this effect is mediated by an opioid
anti-nociceptive system” (Janal, 1996, p. 379). Expectations also modulate
the perception of pain. Koyama, McHaffie, Laurienti and Coghill confirmed
that “positive expectations [...] produce a reduction in perceived pain (28.4%)
that rivals the effects of a clearly analgesic dose of morphine (0,08 mg/kg of
body weight, an ~25% reduction in pain)” (Koyama et al., 2005, p. 12955).
These examples illustrate the fact that the subjective perception of pain can
be different when performing a voluntary activity that is related to it (as is
the case of runners) and with positive expectations. This does not mean that
PainStation players are not feeling any pain, but rather that the pain they are
feeling does not affect them in the same way it would if the punishments were
applied in a different situation. This, combined with a context that rewards
enduring pain with higher scores and sometimes defeating the opponent, de-
scribes a situation that is totally different from experimenting algolagnia or
the sexual fantasies of masochists.
CoNCluSIoNS
Two students, equipped with metallic protections for the chest, neck, eyes and
nose, are put face to face very close to one another and armed with swords.
As the referee shouts “Los!”, the duellists engage in a fight whose purpose is
to slash or cut any of the uncovered parts of the opponent’s head (skull, fore-
head, ears, in some cases cheeks) and leave him scarred for life. The fighters
must not show any fear or pain, because this would mean dishonour. Known
as academic fencing or Mensur, this sort of duel has been practiced by stu-
dents belonging to specific brotherhoods (or corps) in Germany, Austria and
Switzerland during the last two hundred years (Green, 2004).
Mensur illustrates the fact that the need to engage in a competitive situa-
tion, which involves physical punishment in a setting controlled by rules, is
174 laso
anything but new. The PainStation itself is based upon a card game for children
played in Germany, called Folter Mau-Mau, in which the loser receives several
types of punishments in the hand according to the cards kept when the game
ends. On the guestbook of the artwork’s website, “Lil’rich” (Appendix, §9)
explains that the machine inspired them to create a “rudimentary version” of
the game in which two players slap each other’s breast until one has to pull out.
Many other examples can be found in children’s games around the world, and
lately in media art projects that, as the PainStation, have dealt with other forms
of interaction in the context of games, such as Legshocker, also by Morawe and
Reiff, or Tekken Torture, by the artists collective C-Level. In all these games,
pain is integrated as a threat and a way to physically stimulate the players and
put them in a state of alert that brings forth the consciousness of their own
bodies. But also as a way to put at stake something that is really important for
the player and heightens the value of the competition. As the artists put it:
“victory satisfies more if won under pain” (Morawe & Reiff, 2001, p. 2).
The need to compete is inherent to every person, and it is the purpose of the
game to provide a socially accepted scenario in which this necessity can be
satisfied. Among the bio-psychological explanations of the game, R. Caillois
includes the following: the release of an excess of vital energy, the desire to
be involved in a competition in order to affirm one’s pre-eminence and the
sublimation of instincts to which society refuses a direct satisfaction (Caillois,
1950, p. 200). The PainStation has met with such success because it complies
an enhanced Duelling artefact 175
with all these conditions, and thus provides hints to understanding the way
in which future forms of computer games might develop. Not in causing
pain and wounds, because this was intended as a way to force a reaction that
would lead to critical thinking (yet it met with maybe too much approval),
but certainly in inserting haptic stimulation, new ways of interaction and a
real social intercourse.
Players want to engage in a game that does not only involve virtual char-
acters and fantastic settings, but puts them back in touch with their bodies,
challenges their endurance and gives them the chance to play face to face (and
not side by side, facing a screen) with another person. The next “enhanced
duelling artefacts” will certainly develop creative ways to provide this new sort
of video game.
refereNCeS
Anderson, C.A., & Dill, K.E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in
the Laboratory and in Life. Journal of Personality and Social Psychology, 78(4), 772-790.
Arriaga, P., Esteves, F., Carneiro, P., & Monteiro, M.B. (2006). Violent Computer Games and Their
Effects on State Hostility and Physiological Arousal. Aggressive Behavior, (32), 358-371.
Caillois, R. (1950). L’homme et le sacré. Édition augmentée de trois appendices sur le sexe, le jeu, la
guerre dans leurs rapports avec le sacré. (Man and the Sacred. Augmented edition with three appendixes
on sex, game, war in the relation to the sacred) Paris: Gallimard.
Caillois, R. (1994). Los juegos y los hombres. La máscara y el vértigo. Mexico: Fondo de Cultura
Económica. (Original title: Les jeux et les hommes. Le masque et le vertige) (Man, Play and Games)
Paris: Gallimard, 1967).
Green, J. (2004). Armed and Courteous. Inside Germany’s Secret Duelling Clubs. Financial Times
Magazine, January 3, 2004, (36), 18-22.
Huizinga, J. (1972). Homo Ludens. Madrid: Alianza.
Janal, M.N. (1996). Pain sensitivity, exercise and stoicism. Journal of the Royal Society of Medicine,
(89), July 1996, 376-381.
Koyama, T., McHaffie, J. G., Laurienti, P.J., & Coghill, R.C. (2005). The subjective experience of
pain: Where expectations become reality. PNAS, 102(36), 12950-12955.
Leopoldseder, H., & Schöpf, C. (2002). Prix Ars Electronica 2002. International Competition for
CyberArts. Ostfildern-Ruit: Hatje Cantz.
McGrath, D. (2006). No Pain, No Game. Wired News, March 7, 2002. Retrieved 28 August, 2006,
from http://www.wired.com/news/games/0,2101,50875,00.html
Morawe, V., & Reiff, T. (2001). PainStation. Enhanced Duelling Artefact. Retrieved 28 August, 2006,
from http://www.khm.de/~morawe/painstation/PainStation_eng_long.pdf
Morawe, V., & Reiff, T. (2006). The Artwork Formerly Known as PainStation. Retrieved 28 August,
2006, from http://www.painstation.de/new/index.html
Westen, D. (1987) Self & Society. Cambridge UP
Williams, R.B., & Clippinger, C.A. (2002). Aggression, competition and computer games: computer
and human opponents. Computers in Human Behaviour, (18), 495-506.
Vernes, J.R. (1967). Jeux de Compétition. (Competition Games) In R. Caillois (ed.) Jeux et Sports.
(Games and Sports) Encyclopédie de la Pléiade, 23. Paris: Gallimard.
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the Enjoyment of Playing Video Games:
The Role of Competition. ACM International Conference Proceeding Series; 38. Retrieved 28 August,
2006, from http://portal.acm.org/
176 laso
aPPeNDIx
Selected entries from the guestbook on the official website of the PainStation (http://www.painstation.de/
new/guestbook.php). Spelling mistakes have been kept in order to preserve the style of the original texts.
§1: “If i find a painstation in manchester ill b straight on it just 2 c how far i could get and to c how
much pain i could handle – quayan (key anne), 07/1/2006”
§2: “Painstation is the greatest arcade game this side of pong. – Sco, 05/31/2006”
§3: “You’re ps is great! But one thing... Can you make him compateble for small hands? Because i’ve
got small hands, I could keep the pressure right and lost because of that, my painlevel wasn’t reached
yet :( For the rest super! Come soon to Einhoven again! (hopefully adepted to small hands) – Lydia,
05/15/2006”
§4:“OH! MEIN! GOTT!!!! Wie viel kostet das Teil und wo kann man es sich bestellen? Ich will eine.
SOFORT! Hab vorhin mit meinen Bandkollegen in Stuttgart gespielt. Beim ersten Spiel war ich ge-
schockt (im wahrsten Sinne des Wortes). Verloren.... Aber ich hab den Highscore geknackt ^^ und das
ohne cheaten. Bin echt süchtig nach dem Teil. Ich will eine. Wirklich... Und zur not bau ich mir selber
eine. Wieviel kostet der Bauplan? – therealpanse, 03/30/2006”
§5: “This must be the stupidest thing I’ve ever seen... – random guy, 03/18/2006”
§6: “Absolutely fucking awesome. I wish I’d thought of it. Maybe for the more hardcore people like me,
you could fit it with razorblades or some sort of barbs on the ends of the whips? Maybe a flamethrower
somewhere? Chirst, if I could buy one I would..... – random american bastard, 03/16/2006”
§7: “Greatest gaming console the world has ever known. Me and two of my friends visited London
last summer after our graduation. We ended up going to the V&A’s TOUCH exibit where we thank-
fully found the original PainStation. We couldn’t or at least I couldn’t get enough of plaing the game, I
believed that I stood there playing various spectators for over two hours. And I ended up having the high
score which I believe was in the 205 range, the score would’ve been higher unfortunatly my jackarse of
a friend couldn’t hold on. I think that my high score was on their until the exibit ended, the score was
either under INM, DIB or IAN. Either way amazingly great gameplay or should I say gamepain. I just
have two questions about this game. When will we see this in the U.S. and when will we see the PSP or
Pain Station Portable? Thanks for a great addiction and a scar of remembrance. – Ian, 03/15/2006”
§8: “Just played Painstation in Abertay University Dundee!! It ROCKS!!!! Even when the pain becomes
almost unbearable I kept going back for just one more game, just to see the look on my friends faces as I
try to beat them!! – enigamic, 03/1/2006”
§9: “After finding painstaion one on the net last year, inspiration was provided for a more rudimentry
version that you can play in countries like New Zealand where you will not be able to play painstation,
called Slaps. One hand behind the back, each player takes turns to slap the others opposite breast until
one has to pull out. simple but effective, great spectator sport. A little deep heat can be added to increase
pain. A female version can be played with horizontal slaps to the stomach. – Lil’rich, 08/23/2004”
§10: “played in st. gallen/CH. got addicted. want to play again... only ‘bout 280 points before the other
guy gave up... wasn’t real pain yet. – stefan, 06/4/2004”
ParT Three
Interfaces of Play
INTroDuCTIoN To ParT Three
C
omputer games and productivity software, such as office programs,
share quite a few qualities, as they operate on similar technological
frameworks. Usability and other concerns related to human-computer
interaction (HCI) have for a long time been an integral part of commercial
software development. The computer game industry has also adopted these
practices; International Game Developers’ Association (IGDA) has a special
interest group for game accessibility and big game developers have their in-
house usability teams employing a variety of methods to address usability con-
cerns during game development. Knowledge of human information process-
ing and ergonomics, for instance, is as applicable to games as it is to other
software applications.
Games also have their unique qualities. As Jørgensen has suggested, it is
important that games are easy to learn, but difficult to master, although this
“reflects and contrasts conventional usability evidence easy to learn and easy
to master” (2004, p. 396). While productivity software is designed to facilitate
achieving a certain task with maximum ease of use, the intended difficulty,
as Jørgensen puts it, contrives for the interface not to always be as simple
and intuitive as possible. Actually, learning, possibly by trial and error, what
can be done with a game’s interface, is often an essential part of the playing
experience.
Salen and Zimmerman (2004, p. 332) have, with reference to Csikszentmi-
halyi (1991), identified playing as an autotelic activity, meaning that it is not
carried out for the sake of a potential future reward, but rather for the sake
of the activity itself. Computer games, like many other software products,
contain tools to facilitate achieving tasks, but these tools come with motiva-
tions for, and contexts of, their use. In other words, games provide not only
a means to an end, but also the end itself. For users of productivity software,
any particular qualities of their experiences are added values on the way to
their achievements, whereas players, in general, are trying to succeed in order
to have certain kinds of experience.1 These experiences, whether they are for
1 An interesting debate is taking place concerning the idea of power gaming (see e.g. Taylor 2006) and
the forms of professional and laborious playing (see e.g. Kücklich 2005), which both challenge the
“self-sufficiency” of a game presented in this introduction. However, these issues are not further elabo-
rated herein.
Interfaces of Play 179
allow game designers to provide more enjoyable experiences for the players.
She presents a model on fun experience with games, detailing the intercon-
nections between elements involved in the experience of digital game play.
Shaowen Bardzell looks at the interaction taking place between the game
and the player from the viewpoint of usability. She discusses how games create
and represent meanings through and within their user interfaces. To facilitate
her analysis she defines a concept of an interaction cue, a sign that commu-
nicates possibilities of interaction to the player. Her chapter combines HCI
and semiotics with computer game studies. Based on a study of 29 different
games and almost 400 interaction cues, she presents a taxonomy of interface
elements in computer games. The taxonomy has a variety of possible usages in
game design, analysis and criticism.
Clara Fernández-Vara discusses the interfaces of adventure games, a genre
of games which emphasize storytelling over complex forms of real-time in-
teraction. Building on studies on interactive fiction, she looks at the develop-
ment of the interfaces of adventure games, namely the possibilities the inter-
faces allow for direct manipulation of in-game objects. By discussing examples
ranging from games, with which the player interacts by typing sentences in
plain English, to games with gestural interfaces of the future, she observes
how the increase in the possibilities for direct manipulation can affect the
player’s experience.
In their chapter, João Bernardes, Romero Tori, Ricardo Nakamura, Daniel
Calife and Alexandre Tomoyose present an extensive review of augmented
reality (AR) games that demonstrate the blurry border between the game and
the real world in a very practical manner. The authors identify the main con-
cepts related to AR and discuss the impact AR has on the future of digital
gaming. Their initial three-type classification of AR games, founded on the
need for physical space, is broken down further into subcategories based on
the metaphors with which the game mechanics can be described.
refereNCeS
Jørgensen, A. H. (2004). Marrying HCI/Usability and Computer Games: A Preliminary Look. In ACM
International Conference Proceeding Series; Vol. 82. Proceedings of the third Nordic conference on Hu-
man-computer interaction, 393-396.
Salen, K. & Zimmerman, E. (2004). Rules of Play. Game Design Fundamentals. Cambridge, Mass. &
London: The MIT Press.
Csikszentmihalyi, M. (1991). Flow. The Psychology of Optimal Experience. NY: HarperPerennial.
Hassenzahl, M. (2004). Emotions can be quite ephemeral; we cannot design them. ACM Interactions,
11(5), 46-48
Taylor, T.L. (2006). Play Between Worlds. Exploring Online Game Culture. Cambridge, MA: MIT
Press.
Kücklich, J. (2005). Precarious Playbour: Modders and the Digital Game Industry. Fibreculture 3(5).
Retrieved 17 October, 2007, from http://journal.fibreculture.org/issue5/kucklich.html
amyris fernandez
G
ame designers work is to craft enjoyable digital games, products de-
signed to provide a pleasurable experience for the duration of the game
play. If they fail in this task, the game is immediately dismissed for
other game titles, or other forms of entertainment. As the gaming industry
matures it resembles more to Hollywood. The typical video game now costs
upwards of $10 million to produce. With the stakes so high, few companies
can afford to fail and innovation becomes a risky strategy (Entertainment
Software Association 2005). In order to improve digital games during the
development process, academics and practitioners alike are using a range of
methods to assess user experience with games.
Games are experience providers, and game developers need tools to bet-
ter understand user experience of the products they created. McCarthy and
Wright (2004) state that experience is a fuzzy concept, because it is reflexive
and is ever-present, and that experience derives from feelings, emotions, and
values that populate responsive relations with others and products. One have
to consider that every experience has the unique perspective of the person
involve, because perception is created during the consummation of the ex-
perience. One also must consider that game designers aim to deliver the best
experience possible to users by making the best possible choices on every com-
ponent of the game, form software to plot. However, they are making choices
based on their previous knowledge of what makes a product successful to a
given target audience, which does not guarantee that they will be able to actu-
ally deliver what the user expects.
When people play games on the computer screen or cell phone, trying to
make points or kill a virtual beast, they are in the search of fun, which is one
way to enjoy the experience, and it is what makes it useful and enjoyable for
that person at that time. First of all, nobody needs to play any given game, it
is a choice. Gamers have other entertainment choices like any of us: TV, radio,
magazines, other person, a pet, the Internet, look out of the window, go walk,
but they prefer to play.
It is necessary to acknowledge that a good game is the one that leads
to some degree of enjoyment, even when the game is silly; poorly designed
12 fernandez
or easy to master one can have fun and enjoy the experience (Shneiderman,
2004). Of course, in common speech pleasure, enjoyment and fun are al-
most synonymous and enjoyment, pleasure, fun and attraction are often used
interchangeably. Typical of a relatively new area of investigation is the lack
of an agreed set of terms. In order to overcome that, I will use Blythe and
Hassenzahl’s (2004) approach to enjoyment, a broad category that includes
fun and pleasure on activities. John Dewey argued that all emotions grounded
in particular context of experience: “There is no such thing as the emotion of
fear, hate, and love. The unique character of experienced events and situations
impregnates the emotion that is evoked” (Dewey, 2005).
Blythe and Hassenzahl’s (2004) also state that enjoyment doesn’t exist in
and of itself. It is a relationship between ongoing activities and states of mind
that creates the opportunity to have different degrees of enjoyment of a given
experience. Thus, enjoyment is never guaranteed. Every time a person de-
cides to play a game rather than watch TV or talk to friends, academics and
practitioners are dealing with a unique situation: the person’s current goals,
previous knowledge and experiences, motivations, the behavior domain, and
applicable social norms. Activities associated with enjoyment offer potentials
for enjoyment rather than enjoyment itself, and enjoyment degree depends on
person judgment of the quality of experience.
In order to experience fun, the game experience needs to shift our fo-
cus towards the game, instead of our self-definition, our concerns, and our
problems, distracting us from the constant clamor of the internal dialogue.
Games entertain; they divert people from their daily tasks or current status.
Fun is important because of its ability to distract for a small period and with
superficiality that satisfies an important underlying psychological need in that
moment. On the other hand, pleasure lasts longer, and it may not even be
spontaneous. It happens when people are devoted to an object or activity. It
is possible to argue that gamers who spend a great deal of time devoted to a
game are trying to make sense of them during the play, and it happens be-
cause they feel pleasure by doing so. It is possible to understand that there are
connotational and experiential differences between of fun and pleasure. This
is not to suggest that pleasure is more worthy pursuit than fun, it is rather an
attempt to delineate different but equally important aspects of enjoyment. Ac-
tually, it refers to a different degree of enjoyment, and consequently, depends
on the individual overall judgment of any given game experience they have.
The main question is how to assess this experience and how to measure the
difference between expectations and actual experience, looking at each ele-
ment as a part that can help or impede the user to enjoy the moment.
game in consumer terms (Pagulayan, Steury, Fulton, & Romero, 2004). Earlier
models (Hassenzahl, 2004; Jordan, 2000; Logan, 1994) of user experience with
a HCI approach define key elements of user experience and their functional re-
lation, but do not provide ways to assess those experiences after they take place.
Flow is a widely accepted model of enjoyment that includes eight elements
that encompass the various game heuristics from the literature. To determine
how elements of flow manifest themselves in computer games, Sweester and
Wyeth (2005) conducted an extensive review on the literature of usability and
user experience in games. The result was the GameFlow model, an attempt
to put together various heuristics into a concise model of enjoyment, which
consists of eight core elements – concentration, challenge, skills, control, clear
goals, feedback, immersion, and social interaction.
Flow has been proved to be an elusive construct to define. While
Csikzentmihalyi (1997) wrote extensively on the subject over the past 20
years, definitions provided in these sources, and by other researchers, always
lack consistency and comprehensiveness. Existing definitions of flow are con-
structed in terms of a wide variety of constructs an individual tends to experi-
ence in the flow state. Some definitions include constructs that define or cause
flow, while others specify outcomes that are experienced as a result of being in
flow state (Novak, Hoffman, & Yung, 2000). Although the GameFlow model
is a very interesting approach to assess game enjoyment, a key difficulty with
this is the lack of consistency in operational definitions of flow constructs.
The qualitative design model, developed by Fabricatore, Nussbaum and
Rosas (2002) elicit players’ preferences, and describes the main elements that,
according to players determine the quality of an action video game. The re-
search is a qualitative approach and results in a series of specifications that focus
on end-user needs. In order to conduct the research, they adopted the ground-
ed theory method that allows working on an emerging theory. In this iterative
process, researchers’ theory is constantly revised and eventually modified as new
patterns emerge from the analysis of data. Therefore, the methodology provides
the means to shape a qualitative model based on empirical data gathered during
playing sessions. In those sessions, players verbalized what determines quality in
a game. In my point of view, two problems come from this methodology and
model. First, it is necessary to agree that there are many different sorts of digital
games, which makes one game genre model useless for other games genres. Sec-
ond, in order to create a model for a given game genre many operational issues
arise: number of participants, recruiting, time, budget, and modeling. Since the
main outcome of this work is a set of design guidelines for game genre, I believe
that this work is more a set of heuristics than a model per se.
Other important contribution comes from Pagulayan and team (2004).
They extended the use of current usability methodologies in order to address
some of the unique issues one can find in games. This methodology adapts
some experimental psychology knowledge in order to improve user-centered
design methods. On presenting a series of case studies, it is easy to notice that
what they are really doing is comparing user needs and desires with designer
expectations about the game outcomes, and then fixing problems based on
14 fernandez
this difference. Thus, every test and game development becomes a different
case study, because it uses a different approach to point to problems. Because
this approach is empirical, the result of the methodology relies too much on
the practitioner experience and game developer team communication skills,
making it difficult to reproduce their work, and repeat success stories of help-
ing game designer improve their products.
There are some models of user experience with a HCI approach; some
of them are very simplistic (Jordan, 2000; Logan, 1994). Mark Hassenzahl
(2004) proposed a more complex model that tries to define key elements of
user experience and their functional relation. The model addresses (a) the sub-
jective nature of experience per se, (b) perception of a product, (c) emotional
responses to products in (d) varying situations. The main contribution of this
work is that it recognizes that the designer perspective is intended. It implies
that there is no guarantee that the user will actually perceive and appreciate the
product the way designers wanted it to be perceived and appreciated. The sec-
ond most important statement is about the user experience. When users start
using a product, he says, a process is triggered. This process is about how people
construct an opinion about a product based on the particular combination of
product characteristics, their personal standards and expectations, sometimes
based on past experiences, and in a particular situation. Depending on the situ-
ation, emotional and behavioral consequences are completely different.
Because product interaction is a complex cognitive structure that evokes
memories and symbolic values, Hassenzahl model distinguishes the product
attributes in two categories: (1) pragmatic, referring to manipulation and ful-
fillment of individual’s behavioral goals, and (2) hedonic, referring to attributes
that stimulate, have some identification with individuals and provoke memories
in them. Hedonic attributes emphasize individuals’ psychological well-being.
However, the model does not relate constructs with game experience in mind.
It is a more broad view of user relationship with technological products.
Digital games experience research needs to consider the impact of user
profile, product awareness and user expectations on the overall experience,
because it transforms the game perception and the play experience. In my
model pragmatic and hedonic attributes are constructs that depend on prod-
uct characteristics that game designers can manipulate and improve, in order
to induce to some degree of psychological well-being. All previous models
disregard the context of usage that may take attention and memory away
from the game, and the influence marketing awareness towards the product
that raises the user expectations (MacInnis & Jaworski, 1989). These are just
some of the reasons a new processing model is being offered to assess and un-
derstand user experience with digital games.
MoDel ProPoSITIoN
The model proposition is based on knowledge and methods coming from
different two different areas: Human-Computer Interaction and the Com-
munication field of study. It makes the Conceptual Model of Digital Games
fun experience with Digital Games: a Model Proposition 15
antecedents
The antecedent’s part of the models takes in consideration the game audience
before they begin game play because the user profile influences their choices
about which game to play and where they play it (Norman, 2002). In this
16 fernandez
(2000) believe that a more serious, goal-oriented mode might translate into a
greater cognitive effort being placed on reaching a goal, which is a futuristic
outlook, and a lesser cognitive effort being devoted to other tasks such as inter-
acting with others and paying attention to context distractions such as noise.
On the other hand, users on a paratelic mode may be more curious, and apt
to explore the virtual environment. These considerations make it necessary to
understand if motivation triggers cognitive tools and emotional engagement.
The antecedents’ part of the model intends to capture the elements that
build game player choices and lead to a certain behavior during a game play
as follows.
Processing
Processing refers to the period when the player is actually engaged in the task.
Processing depends on motivation, that affects the direction of the attention
and the amount of memory allocated to the tasks. According to Bettman
(1979), motivation affects both direction and intensity of behavior. Consist-
ent with this notion, advertisement processing models propose that motiva-
tion affects two dimensions of processing: direction of attention and intensity
of processing (Mitchell, 1981; Petty & Cacciopo, 1986).
Attention, defined as the general distribution of mental activity to the tasks
being performed by the individual (Moates & Schumacher, 1980), reflects both
that which receives mental activity (direction) and the duration of the focus.
As a limited cognitive resource (Mitchell, 1983; Norman & Bobrow, 1975),
attention can be allocated in varying degrees to a primary task or to secondary
ones such as daydreaming, conversation, or other environment stimuli. During
this period, as the perceived degree of relevance of a game task outweighs the
perceived degree of relevance of a secondary task, motivation to process game
content increases. As a result, greater attention is allocated to the game task in
detriment of secondary tasks (Celsi & Olson, 1988). The selective aspect of at-
tention is under conscious control and is directed toward stimuli of greater rel-
evance. However, it is also recognized that stimuli must contain properties that
elicit attention (Berlyne, 1960). As attention to the stimulus increases, greater
amounts of working memory may be allocated to process information. The
term “processing capacity” intends to reflect the amount of working memory
allocated to process stimuli. In earlier models, focus (in our terms “attention”)
and the extent of processing (in our terms “capacity”) were both considered
under the generic designation of “attention” (Norman & Bobrow, 1975).
Not only does the engagement with the game require the use of cognitive
tools, it simultaneously elicits emotions on the user. The emotional engagement
is usually expressed through a combination of verbal and facial expressions
and gestures (Sundström, Stahl, & Höök, 2005). However, there are emotions
that provoke a low level of arousal and valence (Russell, 1980), such as feeling
gloomy or bored, making it hard for observers to gain access to gamers’ emo-
tional states (Mandryk, Atkins, & Inkpen, 2006). According to Russell (2003)
emotional states are at the core of human emotional experience, and affect the
1 fernandez
Consequences
MacInnis and Jaworski (1989) propose that responses to ads are cognitive and
emotional. Cognitive responses are thoughts, including inferences, during ex-
posure. Emotional responses are feelings elicited during ad exposure. The mod-
el assumes that similar phenomena happens during game exposure, thus, game
appreciation depends on the emotional engagement and cognitive tools usage
level. The model considers Fun as a result of game experience through hedonic
and pragmatic game attributes, mediated by cognitive and emotional tools.
refereNCeS
All Game Guide (2006). Genre and Style List. Retrieved in March 19, 2006 from http://www.allgame.com
Batra, R. (1986). Affective Advertising: Role, Processess, and Measurement. In R. A. Peterson, W. D.
Hoyer & W. R. Wilson (Eds.), The Role of Affect in Consumer Behavior: Emerging Theories and Ap-
plications, 53-85. Lexington, Mass.: Lexington Books.
Berlyne, D.E. (1960). Conflict, Arousal, and Curiosity. New York: Macgraw-Hill.
Bettman, J.R. (1979). An Information Processing Theory of Consumer Choice, Reading, MA: Addison
Wesley Publisher Company.
Blythe, M., & Hassenzahl, M. (2004). The Semantics of Fun: Differentiating Enjoyable Experiences.
In M. Blythe, K. Overbeeke, A. F. Monk & P. C. Wright (Eds.): Funology: From Usability to Enjoyment,
91-109. Dordrecht: Kluwer Academic Press.
Cacciopo, J. T.,Petty, R.E., & Morris, K.J. (1983). Effects of Need for Cognition on Message Evalua-
tion, Recall, and Pesuasion. Journal of Personality and Social Psychology, 45(4), 805-818.
Celsi, R.L., Olson, J.C. (1988). The Role of Involvement in Attention and Comprehension Processes,
Journal of Consumer Research, 15 (September), 210-224.
Chao, D.L. (2004). Computer Games as Interfaces. Interactions, 11(5), 71-72.
Csikszentmihalyi, M. (1997). Flow: The Psychology of Optimal Experience. New York: Harper and Row.
Dewey, J. (2005). Art as Experience. New York: Perigee Trade.
Elverdam, C., & Aarseth, E.J. (2005). Game Classification and Game Design: Construction through
Critical Analysis. IT University of Copenhagen.
Entertainment Software Association (2005) 2005 sales, demographics and usage data Essential Facts
about computer and video Game Industry, Retrieved April 2, 2006 from http://www.theesa.com/
Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design
model. Human-Computer Interaction, 17(4), 311-368.
Fullerton, T., Swain, C., & Hoffman, S. (2004). Game Design Workshop: Designing, Prototyping,
and Playtesting Games (first ed.). Berkeley: CMP Books
Greenwald, A.G., & Leavitt, C. (1984). Audience Involvement in Advertising Four Levels. Journal of
Consumer Research, 11, (June), 581-592.
Hassenzahl, M. (2004). The Thing and I: Understanding the Relationship Between User and Product.
In M. A. Blythe, K. Overbeeke, A. F. Monk & P. C. Wright (Eds.): Funology: From Usability to Enjoy-
ment, 31-42. Dordrecht:The Netherlands: Kluwer Academic Publishers.
190 fernandez
Hirschman, E.C., & Holbrook, M.B. (1982). Hedonic Consumption:Emerging Concepts, Methods
and Proposition. Journal of Marketing, 46, (Summer), 92-101.
Jordan, P. (2000). Designing Pleasurable Products: An Introduction to the new Human Factors (1st ed.).
London, New York: Taylor & Francis.
Logan, R.J. (1994). Behavioural and Emotional Usability: Thomson Consumer Electronics. . In M.
Wiklund (Ed.): Usability in Practice. Cambridge, MA: Academic Press.
MacInnis, D.J., & Jaworski, B.J. (1989). Information Processing from Advertisements: Toward an
Integrative Framework. Journal of Marketing, 53, (October), 1-23.
Mandryk, R.L., Atkins, M.S., & Inkpen, K.M. (2006). A Continuous and Objective Evaluation of
Emotional Experience with Interactive Play Environments. In Proceedings of ACM CHI 2006 Confer-
ence on Human Factors in Computing Systems 2006, 1027-1036.
McCarthy, J. & Wright, P. (2004). Technology as Experience. Cambridge, MA: The MIT Press.
Mitchell, A.A. (1981). The Dimensions of Advertising Involvement. In K.B. Monroe (Ed.): Advances
in Consumer Research, 8, 25-30). AnnHarbor, MI: Association for Consumer Resarch.
Mitchell, A.A. (1983). Cognitive Processes Initiated by Exposure to Advertising. In R.J. Harris (Ed.):
Information Processing Research of Advertising, 13-42. Hillsdale, NJ: Lawrence Erlbaum Associates.
Moates, D.R., & Schumacher, G.H. (1980). An Introduction to Cognitive Psychology. Belmont:
Wadsworth Inc.
Murgatroyd, S. (1986). The Nature of Telic Dominancen, in M.J. Apter, D. Fontana, S. Murgatroyd
(Eds.): Reversal Theory: Applications and Developments, Mahwah, NJ:Lawrence Erlbaum Associates.
Norman, D.A. (2002). Emotion & Design: Attractive things work better. Interactions, 9, 36-42.
Norman, D.A., & Bobrow, D.G. (Eds.). (1975). Perception and Cognition in Structure of Human
Memory. San Francisco: W.H.Freeman.
Novak, T., Hoffman, D.L., & Yung, Y. (2000). Measuring the Flow Construct in Online Environments:
a Structural Modeling Approach. Marketing Science, 19(1), 22-42.
Pagulayan, R., Steury, K., Fulton, B., & Romero, R. (2004). Designing for Fun: User-Testing Case
Studies. In M. A. Blythe, K. Overbeeke, A. F. Monk & P. C. Wright (Eds.): Funology: From Usability to
Enjoyment, 137-150. Dordrecht: Kluwer Academic Press.
Park, C.W., & McClung, G.W. (1986). The Effect of TV Involvement on Involvment with Commer-
cials. Advances in Consumer Research, 18, 544-548.
Park, C.W., & Mittal, B. (1985). A Theory of Involvement in Consumer Behavior. In Research in
Consumer Behavior, 1, 201-231. Greenwich, CT: Jai Press.
Park, C.W., & Young, S.M. (1986). Consumer Response to Television Commercials: The Impact of
Involvement and Background Music on Brand Attitude Formation. Journal of Marketing Research,
23(February), 11-24.
Petty, R.E., & Cacciopo, J.T. (1986). The Elaboration Likelihood Model of Persuasion. In L. Berkowi-
witz (Ed.): Advances of Experimental Psychology, 19, 123-205. New York: Academic Press.
Rodgers, S., & Thorson, E. (2000). The Interactive Advertising Model: How Users Perceive and Process
Online Ads. Journal of Interactive Advertising, 1(Fall 1).
Russell, J.A. A Circumflex Model of Affect. Journal of Personality and Social Psychology, 39, 345-356.
Russell, J.A. Core affect and psychological construction of emotion. Psychological Review, 1, 145-172.
Shneiderman, B. (2004). Designing for fun: how can we design user interfaces to be more fun?,. interac-
tions 11 48-50.
Sundström, P., Stahl, A., & Höök, K. (2005). eMoto: affectively involving both body and mind. In
CHI ‘05 Extended Abstracts on Human Factors in Computing Systems.
Sweester, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Com-
puter and Entertainment, 3(3).
Yankelovich, D., & Meer, D. (2006). Rediscovering Market Segmentation. Harvard Business Review,
84, 122-131.
Shaowen Bardzell
INTroDuCTIoN
v
ideo game play is a species of human-computer interaction: whether it
occurs between a player and a game (environment, rules, story, etc.),
or among players, interface-mediated interaction is the basic locus of
video game play. Interaction design, hence, plays a major role in video games;
at the same time, it forces us to conceptualize games as interactive systems
– systems designed for fun, entertainment, and discovery rather than profes-
sional productivity to be sure – but nonetheless computer systems with their
own issues of usability, aesthetics, and satisfaction.
During game play, players take thousands of actions, both great and small.
During this time, player perception of the state of the game becomes crucial,
as the player uses information gathered to arrive at an awareness and inter-
pretation of a given situation, which in turn guides further progress/activity.
Video game usability, in part, covers the extent to which a game successfully
supports this action-guiding awareness or interpretation. In discussing design,
Donald Norman (1988) emphasizes four principles:
• Visibility. Through perception, the user can easily understand the state of the system and
determine alternative actions.
• A good conceptual model. The system allows a consistent and coherent presentation of the
system throughout.
• Natural mappings. The system enables a natural relationship between the controls and
their utilities.
• Feedback. The user receives continuous feedback about the result of his/her action.
In an effective system design, the user always knows what is going on and
what her or his options for action are.
Norman’s design principles can readily be seen in popular video games.
For example, plants, which in role playing games (RPGs) are commonly
used to heal injured characters, often stand out from their environments
with unusually bright colors to attract the player’s attention (visibility). Once
perceived, the player’s avatar can approach and pick the plants (good concep-
tual model). The plants heal the character’s wounds during and after battles
192 Bardzell
MeThoDoloGy
Different theoretical frameworks may be used to study interaction cues. De-
signers in HCI may think of the theory of affordances, popularized by Nor-
man. Those in cultural studies will likely think of cues as signs, and therefore
consider semiotics. This chapter will leverage both of these frameworks to
elucidate interaction cues as a meaningful interface system in games.
Semiotics is the study of signs, especially how meaning arises from signs.
Signs can appear in many different forms, including text, cinematic imagery,
sound, objects, etc. Signs include “everything which can be taken as signifi-
cantly substituting for something else,” or, in a famous formulation, anything
that can be used to lie (Eco, 1976). Swiss linguist Ferdinand de Saussure pro-
poses a two-part model of the sign, a signifier (the image) and a signified (the
concept), and it is the combination of the two (the sign) that is meaningful
(Chandler, 2002). Semiotics is especially concerned with how individuals cre-
ate and attach importance to signs in the context of use. Hence, semiotics
promotes the sensitivity towards the interrelations between individuals and
socio-cultural conventions in explicating the functioning and meanings of
the signs. Because interaction cues form systems that signify the possibility of
interaction to players, they seem ripe for semiotic analysis.
The concept of affordance in HCI and design can also be used for the
analysis of interaction cues. An affordance is concerned with the attributes of
194 Bardzell
objects that make them available for use by humans. The notion of affordance
was developed by perceptual psychologist James J. Gibson, who believes an
object’s affordances are intrinsic to the object itself and therefore are inde-
pendent of the perception or cognition of any actual human (Gibson, 1986).
Thus, low branches on a tree afford climbing regardless of whether any human
ever sees the tree.
The concept of affordance was popularized in HCI and design by Don-
ald Norman, who in The Psychology of Everyday Things (1988, later renamed
The Design of Everyday Things) uses the terms to refer to those attributes of
an object that a person perceives to be of potential use. Thus, for Norman,
affordance is tied to human perception and cognition, and more broadly, to
the actor’s own knowledge and culture. Norman uses the notion of affordance
as a design strategy to emphasize the importance for the design of artifacts
to provide perceptible information regarding characteristics of their use. To
Norman, affordance only exists when the information specifying the object’s
functionality is available to the actor. As Norman suggests, “when affordances
are taken advantage of, the user knows what to do just by looking: no pic-
ture, label, or instruction needed” (Norman, 1988). In a game environment
where perceptual information is crucial in determining and affecting the play-
er’s course of actions, examining interaction cues from the perspective of af-
fordances offers us a vocabulary that connects perception and action.
As we elaborate above, semiotics and affordances provide vocabularies
flexible and systematic enough for us to gain insight into the complex rela-
tionships between interaction cues and player behaviors. The two approaches
have overlaps, suggesting that they have similar concerns, including the con-
nections among signs, interpretation, and behavior. However, they are also
used for different purposes: semiotics is a critical strategy typically used to
explicate how sign systems contribute to the emergence of meaning for a com-
munity of users. The notion of affordance provides a strategy for designers
to think about how to create features that suggest interactive possibility. By
building our analysis of interaction cues on the combination of these different
approaches, not only do we benefit from each, but we can also leverage the
analysis for multiple ends in design and critical analysis of meaning.
For this study, I documented a total of 388 cues from 29 games, in ten dif-
ferent genres1 (Appendix 1). The games were selected based on a few different
criteria. Chief among them was the fact that all the games received positive
critical acclaim, from game review sites, such as GameSpot. I chose critically
acclaimed games on the assumption that their interaction cues were likely to
be the most worthy cues to study. The games were also selected for generic di-
versity, to ensure that games of one type did not dominate. Another criterion
is that all of the games are relatively recent, because recent games are more
likely to be fully 3D and feature a high diversity of game elements. Finally, the
selection included games familiar to the researchers, since getting to know a
game well can take ten to hundreds of hours.
1 The game genres are based on existing conventions, which have been discussed by Crawford (1982),
Wolf (2002), and Apperley (2006), among others.
Systems of Signs and affordances: Interaction Cues in 3D Games 195
The study adhered the following procedures: each game was played, ob-
served, and videotaped on average one to three hours (not necessarily from the
beginning), to obtain a sample of its interaction cues. Numerous characteris-
tics for each cue were documented in the process, as shown in Table 1.
These characteristics were then sorted into categories, which eventually yield-
ed a taxonomic structure. Each of the 388 interaction cues was individually
assigned to a branch of that schema to verify that the taxonomy was compre-
hensive and its categories were exclusive. Obviously, several adjustments were
made along the way.
Interactivity
The first branch in the taxonomy distinguishes between those game elements
that are interactive and those that are non-interactive. This category more or
less corresponds to Gibson’s (but not Norman’s) notion of affordance, because
it considers the capacity for interactivity without regard to any player or per-
ception. Interactive elements include those that players can modify, those that
modify players, those that have some effect on game play, and so on. Non-
interactive objects are often decorational, that is, placed in the environment
to improve its illusion as a virtual space, as opposed to being used in actual
game play.
196 Bardzell
Markedness
The second level of branching concerns the principle of marking. That is, it
addresses whether a given element is marked in some way as interactive. As a
rule, most (but not all) interactive elements are also marked as such. Likewise,
most (but not all) non-interactive elements are not marked as interactive.
The notion of markedness comes from semiotics and was introduced by
the Russian linguist Roman Jakobson, who defines the concept as follows:
“every single constituent of any linguistic system is built on an opposition
of two logical contradictories: the presence of an attribute (‘markedness’) in
contraposition to its absence (‘unmarkedness’) (Chandler cited Lechte, 2002).
The marked form is different, foregrounded, and salient, while the unmarked
form is neutral, normal, and attracts no attention to it (Chandler, 2002). The
concept of markedness, hence, is used to organized elements in relation to
each other through highlighting and understating (Riggins, 1994).
An example of markedness can be seen in Pikmin (2004), by comparing
two different types of flora, one interactive (and marked as such) and one
non-interactive (and unmarked). Figure 2 shows three flowers in the fore-
ground, which are bright, animated, and conspicuously featuring numbers; in
the background, a plain green plant stands. The bright coloring, foreground-
Systems of Signs and affordances: Interaction Cues in 3D Games 197
ing, and numbering on the foregrounding flora both signifies the fact that the
flowers can be interacted with and also some information about the nature of
that interaction (concerning the resources required to interact with them).
The markings help the player see which screen elements are intrinsically
active, and which, such as the green plant in the background, are intrinsi-
cally passive, meant only for decoration (Emmison & Smith, 2000). Com-
bining the two oppositions – interactive vs. non-interactive and marked vs.
unmarked – yields four possibilities, described as follows.
to the community of interpretation. That is, designers don’t always mark ele-
ments as interactive; conventions and user expectations may do so as well.
A couple examples illustrate this branch. Crates and boxes in platformers
such as Sly 3 (2005) and Jak 3 (2003) are intended to be broken so that the
player can collect important items or obtain extra points. The mere existence
of boxes and crates in platform games has emerged over two decades as a cul-
tural convention constituting a visual cue for the player to act, specifically by
breaking them for rewards, such as bonus points and special items. However,
crates also appear in non-platform games, such as first person shooter (FPS)
games such as Half-Life 2 (2005). In Half-Life 2, many of the crates cannot be
broken, and in some cases, those that can be broken actually cause damage to
the player. Thus, cultural convention marks the object with a cue that is not
actually appropriate to the object (Figure 3).
Another example, familiar to many gamers, is the case of the 3-foot fence that
the tough marine or cyborg warrior protagonist cannot jump over. In distinc-
tion to the previous example dealing with game convention, in this case the
player responds to markings from real-life affordances (in real life, any marine
in combat shape could climb a 3-foot fence). If the fence cannot be climbed
over, its presence manifests a false cue.
Operational here is a distinction introduced in the semiotics of cinema, be-
tween cultural codes and specialized codes (Metz, 1974). Cultural codes are “so
ubiquitous and well ‘assimilated’ that the viewers generally consider them to be
‘natural’…. The handling of these codes requires no special training…, no train-
ing other than that of living, and having been raised, in a society (p. 112, em-
phasis in original). Special codes, on the other hand, “concern more specific and
restricted social activities…they required a special training…a training even the
‘native’ person, possessing the culture of his group, cannot dispense with” (p.
112). In these terms, an element can be (correctly or falsely) marked as interac-
tive by cultural codes (3-foot fences can be jumped by any able-bodied person)
or conventional codes (crates are disposable containers with rewards inside).
Interactive elements not marked as interactive. Elements in this category
are typically considered secrets or “Easter Eggs,” for which no cue exists to
suggest their interactivity. In Final Fantasy X (2001), certain hidden loca-
Systems of Signs and affordances: Interaction Cues in 3D Games 199
tions of the world can only be accessed by selecting specific coordinates while
aboard an airship; the game provides no cues that these places exist at all, and
therefore no motive to discover their coordinates. Players can only find them
through trial-and-error or (more likely) through strategy guides and online
walkthroughs.
Interactive elements marked as interactive. This is the main category of
interest for interaction design in games in our taxonomy, and I will discuss
this in detail in the next section.
Diegesis
From this point forward, I consider only interactive elements marked (in one
way or another) as interactive. These elements can be subdivided into two
categories: those with diegetic forms versus those with non-diegetic forms.
Diegetic forms are those elements whose embodied representations/media be-
long to the in-game story, which are perceivable by the in-game avatar. Non-
diegetic forms, in contrast, involve a mediating mechanism (e.g., interface
elements, such as dialog boxes and special cursors) which are external to the
depicted events. Examples of diegetic cues include unlocked doors in Oblivion
(2006) through which avatars can pass, edges of cliffs onto which avatars can
hang and climb in Shadow of the Colossus (2005), as well as climbable lad-
ders in Jak, Grandia 3 (2006), Thief: Deadly Shadows (2004), and Ico (2001).
Examples of non-diegetic cues involve highlighting systems, such as the red
light column above the opponent’s head in SSX 3 (2003), the blue highlight
that appears over openable doors in Thief: Deadly Shadows, or special cursors
(e.g., indicating skinnable corpses) in World of Warcraft (2004). As Figure 4
shows, a given element’s interactivity can be marked by both diegetic and
non-diegetic cues.
Diegetic cues enable designers to communicate to the player through the
avatar; non-diegetic cues enable designers to communicate to players directly.
Medium
The fourth branch addresses the particular medium of the cue, a category that
applies equally, but differently, to both diegetic and non-diegetic forms of
cues. The medium is important, because it establishes the player’s relationship
to its contents, profoundly affecting perception and behavior, and as a result,
the medium plays a major role in the rise of meaning in the interactive system.
The medium is not an incidental container for its content, but rather consti-
tutes and embodies the message (McLuhan, 2003). One place to gain an un-
derstanding of the operation of cue media is when a given interaction contains
multimodal cues, that is, the “same” cue is given in two different media. An
example of this kind of cue occurs in Kameo (2005): when the avatar fails to
achieve an objective after a certain amount of time, the game provides a more
explicit set of directions than previously given. This new set of directions is
provided via a talking book trope. The book, of course, is visual and contains
200 Bardzell
text and images; the fact that it talks also provides audio cues. Interestingly,
though the visual book provides both diegetic and non-diegetic cues, describ-
ing what the player should do to the point that it references the buttons on the
controller the user should press, the audio portion provides strictly diegetic
directions, omitting any reference to the controller or even the fact that this
is a game. The different media – the disembodied voice of the narrator placed
into a visual representation of a book – serve different purposes and establish
different relationships with the player, even when they purport to be saying
the same thing. The audio narrator speaks indirectly to the player through the
avatar; the book communicates directly to the player with words and images
that mix game and real-world realities.
Figure 4. That Sly can tightrope walk is indicated by both diegetic and non-diegetic cues.
Figure 5. A climbable chain (iconic signification), a damaged car with loose controls
(indexical signification), and a save sphere (symbolic signification).
202 Bardzell
According to Peirce, the index occurs when the mode of signification is cause
and effect, such as a column of smoke functioning as a signifier for a fire
beneath it. A good example of an indexical cue is the moving grass in Metal
Gear Solid, which indicates there are small animals hidden in grass, which
can be killed and saved for future food source. Another common example
is the red and white fences around the edges of sharp turns in the tracks of
Rallisport Challenge 2 (2004), a racing game. In many racing games, a visually
beat-up car often signifies that the controls will be less responsive, simulat-
ing car damage (Figure 5). Interaction cues of indexical nature still signify in
non-arbitrary ways, but an extra level of inference or interpretation is required
to make them comprehensible; as a result, they can be somewhat less usable
than iconic objects and may require some training before players can correctly
interpret them.
The symbol signifies arbitrarily and based on convention. Peirce describes
a symbol as a sign “whose special significance or fitness to represent just
what it does represent lies in nothing but the very fact of there being a habit,
disposition, or other effective general rule that it will be so interpreted”
(cited in Chandler 2002). Accordingly, learning is required to understand
and interpret the relationship between the signifier and the signified in the
symbolic mode, as in the case of a save point in Grandia 3, represented as
a “save sphere.” (Figure 5). An interesting example of symbolic significa-
tion of objects occurs as a part of the complex economic system of World
of Warcraft, in which, as a rule, higher level foes drop higher value items.
But this system may appear to have strange consequences when, for exam-
ple, one compares what is dropped by a level 3 human bandit (typically a
sword or chain mail) with what is left behind by a level 30 spider (typically
a gooey substance known as “ichor”). In the marketplace, the ichor can
be worth much more than the sword or mail, which makes little sense on
the face of it. But whereas the sword or mail is weak and offers little value
after level 3, the ichor can be used in recipes to cook valuable items that
are useful throughout the game. Thus, unless one understands the values
of spider ichor in World of Warcraft, the comparative value of ichor over a
sword or chain mail is counterintuitive. This is not a natural or cause-and-
effect relationship; it is a conventional one created by the rules of World of
Warcraft, and thus the ichor’s affordances must be learned to be perceived.
As William Gaver suggests, learning in the context of affordances can be
seen “as a process of discriminating patterns in the world, as opposed to
one of supplementing sensory information with past experiences” (Gaver,
1991). Once these conventional symbols are learned, the player becomes a
part of a semiotic community with access to certain specialized codes, which
are presupposed for appropriate action.
Object as parts. In addition to perceiving and using objects in their
entirety, players also must learn to interact with parts of objects, which
are perceived as parts either spatially (e.g., textures) or temporally (e.g.,
state). One strategy to signify how to use a part of an object is to give
it a unique texture. A texture depicting a crack on an otherwise smooth
Systems of Signs and affordances: Interaction Cues in 3D Games 203
wall in PsychoNauts suggests that that portion of the wall can be broken; dif-
ferently textured floor tiles in Eternal Darkness, when stepped upon, trigger
booby traps; muddy surfaces on the ground slow down Jak’s vehicle; a change
of texture on the ground in Thief: Deadly Shadows indicates the difference
between stone and metal, and thereby soft and loud footsteps, and encour-
ages the stealthy player to respond accordingly; tire marks on roads to indicate
optimal driving paths around tight curves in Rallisport Challenge 2 – all these
examples demonstrate how textures are used in a part-to-whole (synecdochic)
relations between different spatial areas of objects.
The video game is a dynamic medium; actors and environmental ele-
ments change. This change introduces a need to ensure that the state of
these elements is visible to the player. Games deal with state in different
ways. In World of Warcraft, if an enemy is nearby that (a) is dead; (b) was
killed by the player; (b) has not yet been looted, then sparkles appear above
it indicating that it is in a lootable state. If any of the three criteria are not
met, then it is not in a lootable state (at least by this player), and no sparkles
appear above the body (in this player’s client). In one segment of Jak 3, Jak
is in an area with dangerous lava bursts. Just before lava bursts out of the
ground, a gurgling noise signifies that the lava has left the dormant state
and has entered the about-to-burst state, which is of course followed by a
burst state, during which Jak needs to jump onto another platform to stay
safe. Sounds are used in SSX 3 to indicate one’s position in the race: char-
acters chatter and trash-talk when they pass one another, providing audio
cues that one’s place has moved forward or backward in the race. Interest-
ingly, aural cues are more likely to be diegetic than visual ones; perhaps
that’s because it’s easier for the eyes to distinguish among diegetic versus
non-diegetic forms than it is for the ears. Regardless, aural cues tend to
be subordinate to visual ones, helping players form correct interpretations
about the visuals, a finding also seen in a study of Web pages with audio
(James, 1998).
Non-diegetic forms.
Having explored diegetic cuing systems, let us now turn our attention to non-
diegetic forms. These I subdivide into two categories: “3D In-World Over-
lays” and “2D Window Overlays.” Here I rely on a distinction Manovich
(2001) makes between two types of window: the transparent window, which
is a viewport through which we see other worlds, and the opaque window,
covered in menus, icons, and buttons that force the viewer to act. 3D in-world
overlays include non-diegetic elements that are nonetheless presented inside
the 3D world. A typical example is the diamond that appears over the head
of the currently selected character in The Sims 2 (2004). 2D window overlays
may contain diegetic or non-diegetic information; it is their presentation that
is non-diegetic. A simple example is a dialog box that pops up in a Japanese
RPG that asks you to confirm whether you really want to leave an area. The
operative distinction between these two types of cues is that 3D overlays pro-
204 Bardzell
vide cues relative to the space of the in-game character or avatar, while the 2D
overlay provides cues external to the space of the avatar.
3D in-world overlays. Numerous types of 3D in-world overlays provide
interaction cues. One kind of information are directional cues, which are of-
ten provided as columns of light emanating from an important location, such
as a target spot toward which the player is supposed to go (Sly 3), or an impor-
tant person, such as the player’s competitor in a race (SSX 3). Large glowing
arrows are common in racing games, such as Burnout Revenge (2006), indicat-
ing the location of the racetrack.
The use of floating letters, symbols, numbers, and shapes inside of 3D
worlds is another way for the game systems to convey messages to the player.
Yellow/silver exclamation and question marks over NPCs’ heads in World of
Warcraft signal the status and availability of quests; likewise, red exclamation
marks over stars’ heads in The Movies (2006) indicate emergencies needing at-
tention; an interactive gun target reticle in Ghost Recon: Advanced War Fighter
(2006) features color-coded representations when friendly or enemy targets
are aimed at as well as symbols indicating the quality of the aim. In these
examples, characters and simple shapes from written symbolic systems com-
municate states and interactive possibilities dynamically and in a contextually
embedded way.
2D window overlays. The other major type of non-diegetic interaction
cue forms are two-dimensional screen overlays. These include cursors; dialog
boxes; HUD elements, such as health and stamina meters; mini-maps, and
so on. These elements are not only not perceptible to the in-game character,
but they are not generally put into any sort of spatial relationship to them
(first-person shooters complicate this statement, since the view of the player
is fused to that of the character in a literal way). Sample cues include special
cursors, such as those in Oblivion, which not only signify possible actions,
but even a moral/legal stance toward those actions (e.g., red cursors indicate
illegal activity). Similarly, different cursor icons in The Sims 2 signal different
potential actions: a footprint cursor icon means the Sim can proceed, and a
stick figure suggests you can converse with a given Sim, etc. Dialog boxes, seen
in most Japanese RPGs are used for a different kind of interaction. By click-
ing through dialog boxes, the story advances, enabling the player to control
the pace of the game. 2D window overlays are especially common in games
in which management is heavily featured, such as Civilization 4 (2005). Of
course, decades of productivity software have offered numerous analogues for
management interfaces, and they are predominantly two-dimensional. At the
same time, 2D interfaces also establish a relationship between player and con-
tent, a relationship of distant, and sometimes even god-like, control.
system. Different types of game element signify and are perceived in different
ways; they encourage different sorts of behavior; in some cases, they correlate
to genre. Taken together, the system provides a sophisticated language, which
enables games to feature a diversity of interactions and meanings arising from
them. In the concluding discussion, I consider a couple examples that illus-
trate how interaction cues are used as a sign system to create meaning.
is entirely voluntary, in the sense the player can finish the main game and not
complete this side quest on any of the levels. The way it works is that some-
where on the level there is a safe; opening this safe requires obtaining a special
code; the code can only be broken if Sly collects all 30 bottles on the level,
each of which contains a clue; when all 30 bottles/clues are collected, an NPC
breaks the code and provides Sly with the combination to the safe; if he goes
to the safe and enters that combination, he can open the safe and obtain the
special power-up.
How does this side-quest operate from the standpoint of interaction cues?
Several of the bottles are left out in highly conspicuous places, making it al-
most involuntary for Sly to begin the side quest; he will always get some bot-
tles, just by working through the level. Each time he acquires a bottle, a 2D
cue appears briefly on his HUD indicating that he has acquired X/Y bottles
(e.g., 5/30 bottles). This cue provides a logical constraint, because the player
(if not the diegetic Sly) knows, without seeing them, that scattered through-
out the level are (in this case) 25 more clues hidden in bottles. Each bottle
announces its existence through two cues: first, each bottle is a large and ani-
mated object in-world, visible to Sly even from a distance; second, each bottle
makes a clinking noise when Sly is nearby. Logical constraints let the player
know that even distant bottles with no clear route of access are still somehow
accessible; likewise, the clinking sound alerts the player to the presence and
accessibility of nearby bottles that are not even visible. The use of a safe in this
quest is by itself another cue: in platformers, desirable and valuable things are
commonly hidden in artifacts such as containers, crates, and safes (cultural
code), but in contrast to crates and barrels, a safe does not afford breakability,
and instead suggests another means – a key or combination – may be neces-
sary to enter.
As the bottle/safe side quest suggests, usability in traditional sense is prob-
lematic in the context of video games. Obviously, the placement of the power-
up in a safe that can only be accessed if all thirty bottles, some of which are
hidden in odd locations, are collected, is not as “usable” as making the power-
up available from the start. But doing so would take away fun and challenge
that makes the game what it is; yet it is also undesirable to have an unusable
game. One solution, used in this side quest to good effect, is to implement
“usability in sequence”: the game disperses and breaks up the usability into a
sequential, step-wise process (collecting bottlesgetting messages from the
bottlesobtaining combination for the safefind the safeopening the
safe), using a combination of cues of physical, logical constraints, and cultural
codes to provide information to the player. The method rewards those who are
patient enough to spend the time to complete the side quest. Once these side
quests are mastered, the rest of the game becomes much more “usable,” because
these players have power-ups that other players do not. The goal of the design
then, is to take into account both the design of the information that specifies
the affordance as well as the affordance itself (McGrenere & Ho, 2000).
As the examples and foregoing discussion have shown, a game’s commu-
nicative capacities are enriched by the system of interaction cues that are part
Systems of Signs and affordances: Interaction Cues in 3D Games 207
refereNCeS
Apperley, T.H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simu-
lation & Gaming, 37(1), 6-23.
Chandler, D. (2002). Semiotics: The basics. Oxford: Routledge.
Crawford, C. (1982). A taxonomy of computer games. Retrieved September 2, 2006, from http://www.
vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html
Dyck, J., Pinelle, D, Brown, B, and Gutwin, C. (2003). Learning from games: HCI design innova-
tions in entertainment software. In Proceedings of the Graphics Interface Conference 2003. Halifax,
Nova Scotia: A K Peters.
Eco, U. (1976). A theory of semiotics. Bloomington, IN: Indiana University Press/London: Macmillan.
Emmison, M., & Smith, P. (2000). Researching the visual: Images, objects, contexts, and interaction in
social and cultural inquiry. London: Sage Publications.
Gaver, W. (1991). Technology affordances. In Proceedings of the CHI’91 Conference. New York: ACM Press.
Gaver, W. (1993). Synthesizing auditory icons. In Proceedings of INTERCHI’93. New York: ACM Press.
Gibson, J. (1986). The ecological approach to visual perception. Hillsdale, New Jersey: Lawrence Erl-
baum Associates, Inc.
Gross, D., Stanney, K, & Cohn, J. (2005). Evoking affordances in virtual environments via sensory-
stimuli substitution. Presence, 14(4), August 2005, 482-491.
James, F. (1998). Lessons from developing audio HTML interface. In Proceedings of the third interna-
tional ACM conference on assistive technologies. New York: ACM Press.
Manovich, L. (2001). The Language of New Media. Cambridge, MA: The MIT Press.
McGrenere, J. & Ho, W. (2000). Affordances: Clarifying and evolving a concept. Proceedings of the
Graphics Interface Conference 2003. Halifax, Nova Scotia: A K Peters.
McLuhan, M. (2003). Understanding media: The extensions of man. Critical Edition. Corte Madera,
CA: Ginko Press.
Metz, C. (1974). Film language: A semiotics of the cinema. Chicago: The University of Chicago Press.
Norman, D. (1988). The design of everyday things. New York: Basic Books.
Norman, D. (1999). Affordance, conventions, and design. Interactions, 6(3), 38-43. New York: ACM Press.
Pagulayan, R.J., Keeker, K., Fuller, B., and D., Romero, R.L., (2003). Designing for fun: User-test-
ing case studies. In M. Blythe, A. Monk, K. Overbeeke, and P. Wright. (Eds.): Funology: From Usability
to Enjoyment, 137-150. Dordrecht: Kluwer Academic Publishers.
Riggins, S.H. (1994). Fieldwork in the living room. In S. H. Riggins (Ed.): The socialness of things,
101-48. New York: Mouton de Gruyter.
Salen, K., & E. Zimmerman. (2004). Rules of Play: Game Design Fundamentals. Cambridge, MA: The
MIT Press.
Shneiderman, B. (1983). Direct manipulation: A step beyond programming languages.” IEEE Compu-
ter, 16(8), 57-69.
Wolf, M.J.P. (2002). Genre and the video game. In M. J. P. Wolf (Ed.): The medium of the video game,
113-134. Austin: University of Texas Press.
20 Bardzell
GaMeS
Bethesda Software. (2006) The Elder Scrolls IV: Oblivion. 2K games. (X360).
Blizzard Entertainment. (2004). World of Warcraft. Vivendi Universal. (PC).
Creative Assembly. (2004). Rome: Total War. Activision. (PC).
Criterion Games. (2006). Burnout Revenge. Electronic Arts. (X360).
Cyan Worlds. (2005). Myst V: End of Ages. Ubisoft. (PC).
Digital Illusions. (2004). RalliSport Challenge 2. Microsoft Game Studios. (Xbox) .
Double Fine Prod. (2005). Psychonauts. Majesco Games. (Xbox).
EA Canada. (2003). SSX 3. EA Sports Blg. (PS2).
Firaxis Games. (2005). Civilization 4. 2K Games. (PC).
Game Arts. (2006). Grandia 3. Square Enix. (PS2).
Ion Storm. (2004). Thief Deadly Shadows. Eidos Interactive. (Xbox).
KCET. (2001). Silent Hill 2. Konami. (PS2).
Kojima Productions. (2006). Metal Gear Solid 3: Subsistence. Konami. (PS2).
Lionhead Studios. (2001). Black & White. EA Games. (PC).
Lionhead Studios. (2005). Black & White 2. EA Games. (PC).
Lionhead Studios. (2006). The Movies: Stunts & Effects. Activision. (PC).
Maxis. (2004). The Sims 2. EA Games. (PC).
Midway. (2005). LA Rush. (PS2).
Naughty Dog. (2003). Jak 2. SCEA. (PS2).
Nintendo. (2004). Pikmin. (GC).
Pazhitnov, A. & Gerasinov. V. (1986). TETRIS. Academysoft. (PC).
Rare Ltd. (2005). Kameo: Elements of Power. Microsoft Game Studio. (X360).
Rare Ltd. (2005). Perfect Dark Zero. Microsoft Game Studio. (X360).
Retro Studios. (2004). Metroid Prime 2: Echoes. Nintendo. (GC).
SCEI. (2001). Ico. SCEA. (PS2).
SCEI. (2005). Shadow of the Colossus. (PS2).
Silicon Knights. (2002). Eternal Darkness: Sanity’s Requiem. Nintendo. (GC).
Sucker Punch. (2004). Sly 2: Band of Thieves. SCEA. (PS2).
Sucker Punch. (2005). Sly 3: Honor Among Thieves. SCEA. (PS2).
SquareSoft. (2001). Final Fantasy X. (PS2).
Tecmo. (2003). Fatal Frame II: Crimson Butterfly. (PS2).
Ubisoft Paris. (2006). Ghost Recon: Advanced War Fighter. Ubisoft. (X360).
Valve Software. (2005). Half-Life 2: Episode One. EA Games. (PC).
Systems of Signs and affordances: Interaction Cues in 3D Games 209
aPPeNDICeS
Game Genres Games examined
Action/Adventure • Shadow of the Colossus
• Kameo: Elements of Power
• Ico
Puzzle/Adventure • Myst V: End of Ages
• Pikmin
First Person Shooter (FPS) • Half Life 2: Episode One
• Perfect Dark Zero
• Metroid Prime
Platformers • Sly 3: Honor Among Thieves
• Jak 2
• Psychonauts
Role-Playing Games (RPG) • Final Fantasy X
• Grandia 3
• The Elder Scrolls IV: Oblivion
• World of Warcraft (MMORPG)
Racing • Burnout Revenge
• SSX 3
• LA Rush
• RalliSport Challenge 2
Simulations • The Movies: Stunts & Effects
• The Sims 2
Strategy • Civilization 4
• Black & White 2
Stealth • Thief Deadly Shadows
• Metal Gear Solid 3: Subsistence
• Ghost Recon: Advanced War Fighter
Survival Horror • Fatal Frame II: Crimson Butterfly
• Silent Hill 2
• Eternal Darkness: Sanity’s Requiem
T
he adventure game genre is almost as old as videogames themselves. It
takes its name from Adventure, programmed by Will Crowther in 1975
and expanded by Don Woods the following year. During the 1980s, ad-
venture games were the leading genre in home computers, thanks to compa-
nies such as Inform, Sierra Online or LucasArts. In 1993, Cyan’s Myst became
the best-selling computer game (until the arrival of The Sims), and reinvented
the genre. In the following ten years, the models set by the companies just
mentioned were replicated by other developers, without there really being any
significant overhauls to the conventions of the genre. This lack of innovation
has contributed to the decrease in popularity of the genre in the mainstream.
The development of adventure games, however, has not stopped, thanks to di-
verse independent developers and publishers, as well as a growing community
of amateur developers using outdated engines to make their games. In the last
couple of years, changes in input devices, such as the popularization of game
controllers, touch screens, and the use of gyroscopes have brought fresh air to
the genre, creating new ways to immerse into the gameworld.
Current adventure games are very different from Adventure – the genre has
been in a constant flux, which is most obvious in its interface design. From
the prompt for keyboard input of Infocom games, to verb menus, to point-
and-click contextual icons, adventure games have gone a long way in shaping
player interaction. This constant re-design is not a question of mere aesthetics
– it is key to help the player learn what can or cannot be done in the game.
The evolution of the adventure game interface has looked for improving di-
rect manipulation of the entities in the game, where the instructions to be
followed by the computer imitate situations and objects of the outside world,
using visuals instead of a command line (Shneiderman, 2003). Direct ma-
nipulation does not only refer to interface metaphors alone, but to any visual
representation that is analogous to some concept the user/player is already
familiar with. Visuals give immediate feedback about the success or failure of
the command, and makes syntax error messages unnecessary. Enhancing di-
rect manipulation also contributes to the illusion of immersion in the game,
because the player does not have to learn the command syntax on top of the
history of the adventure Game Interface 211
individual actions, as well as helping sustain the fiction of the world. The
player can intervene in the gameworld directly, without typed commands or
error messages to remind her she is using a computer program.
This chapter is a history of the transformations of the interface adventure
games have gone through in Europe and the US, and how the increase in
direct manipulation interfaces has affected the playing experience, from text
adventures to the current generation of consoles. The terms and concepts are
based on Shneiderman’s seminal article ‘Direct Manipulation: A Step Beyond
Programming Languages’ (Shneiderman, 2003), as well as the definitions
used by Nick Montfort (2003) to talk about Interactive Fiction, and the game
design elements that are being worked on in the Game Ontology Project (see
Zagal et al., 2005).
1 See the Game Ontology entry for Puzzle, for further discussion and examples: http://www.gameontol-
ogy.org/index.php/Puzzle
212 fernández-vara
the games inspired by the James Bond franchise Goldeneye (1997) and From
Russia with Love (2005).
As a consequence of the overlap between the manipulable entities and
characters in the story, there is always going to be a player character, which
will be the main entity carrying out the player’s commands in the gameworld
and providing the point of view for spatial navigation. The relationship be-
tween the character and the player will waver from being a surrogate to com-
plete detachment; the interface will help define the relationship between both.
The player character does not have to be unique – Maniac Mansion (1987)
(and its sequel Day of the Tentacle (1993)) start with three player characters. A
more intricate and self-referential example can be found in Suspended (1983),
where the player character is in cryogenic suspension and cannot move, he
can only send orders to the robots in the complex where he is kept, so that
they communicate with different computers to save the world. That is, the
player manipulates a character who manipulates robots that move around and
interact with computers.
The features listed so far (story-driven games, with a player character) over-
lap with those of many other videogames that would not be considered objects
of study here. For instance, the commercial site Mobygames lists The Secret
of Monkey Island (1990) along with Final Fantasy VII (1997), Planescape: Tor-
ment (1999) and The Legend of Zelda (1986). Only the first title in the list is
relevant for this study, because of the main mode of interaction is based on a
verb + object structure. The other examples are different types of role-playing
games (RPGs), a game genre that certainly relates to adventure games because
it is also story-driven. However, the predominant form of challenges in RPGs
is combat, the success of the player depends on managing resources in the
form of character stats.
Adventure games usually offer a variety of actions to perform in the form
of verbs; the player advances in the game by choosing the correct action and
object in the gameworld. For example, in Zork II (1981) the player can “pick
up brass lantern” to add the item to her inventory; she can then “light lantern”
or “turn off lantern”. All those actions are supported by the game parser and
have an effect; however, trying “eat the lamp” will be responded with “I don’t
think that the lamp would agree with you.” It is in the larger range of actions
(verbs) that adventure games have tried to differentiate themselves from other
genres.3
Unfortunately, this range is also the Achilles’ heel of the interaction – how
does the player know what she has to do? What is the right verb? At their
worst, a session of playing an adventure game turns into a festival of combi-
natorics of verb + object (+ object). The crux that adventure games have been
addressing over the years relates to the struggle between giving the maximum
number of actions possible to the player – to create the illusion of freedom
of interaction – and letting the player know exactly what has to be done to
prevent frustration.
3 Verbs are also the key for what Chris Crawford calls “interactive storytelling” – the more interactive
the designer wants to make a story, the more verbs are needed (Crawford, 2003).
214 fernández-vara
The variety of actions usually goes beyond mere movement commands, at-
tacks and trading, as in other genres such as first-person shooters or real-time
strategy games. In order to advance in the game, the player must navigate
the space to solve a series of puzzles by resorting to the verb + object type of
interaction. These puzzles are usually interwoven, so that by solving a puzzle
the player obtains an object to solve a previous one, or a new puzzle or puzzles
appear,
The resolution of concatenated puzzles is not the only reward – adventure
games encourage exploring the environment to its last possible detail, through
navigation, examination of the objects and settings, and interaction with the
non-player characters (NPCs). The exploration element has been handed
down from the original Adventure, which was supposed to be a computer
recreation of a real cave, imbued with Tolkienesque puzzles (Nelson, 2001).
When the balance between exploration, NPC interaction and puzzle-solving
is achieved, the game offers a world that is alive, enticing, and populated by
characters that respond believably to the player’s input.
Of the three elements just mentioned (exploration, NPC interaction and
puzzles), convincing NPCs can be key to the appeal and consistency of the
world. Most times an elaborate AI system does not guarantee a believable
character (though it can certainly help). Adventure games try to achieve the
verisimilitude of their characters usually through their dialogue, rather than
their behaviour, which usually implies the presence of a dialogue system that
is part of the wide range of actions available. The command “talk to + living
object” can be enough most times to start the interaction of the player charac-
ter with NPCs, though some systems may offer the possibility to choose what
to talk about. Dialogue is always a problem, especially in the case of this genre,
where it is supposed to be a means of enhancing the exploration of the game-
world and providing information about it. If finding the correct combination
of verb + object can be tedious and frustrating, this grows exponentially when
it comes to find a whole sentence structure to obtain the information needed.
Adventure games have come up with different solutions to this problem, from
typing the dialogue to menus and pre-canned conversations displayed when
the “speak” command is chosen (this last being equivalent to a cut-scene at
times). Significantly, the mechanics of these systems are highly dependant on
the design of the overall interface, as the examples below will demonstrate.
The existence of different diegetic levels of interaction is another defining
feature of adventure games. The gameworld is the main level of interaction
where the events and actions of the game take place, being roughly equiva-
lent to the concept of diegesis in literature and film. Montfort (2003), taking
literature as his reference, defines the player actions that take place at this
level as commands. Extending the literary equivalent (and following Genette
(1980)), Monfort also defines possible hypodiegetic levels, as sub-areas of the
diegesis; for instance, dream-worlds or simulations of other worlds within the
main world. I would extend the concept of hypodiegesis to books and docu-
ments that can be read within the game – from the novel entitled Deadline
found in the text adventure of the same name (which mysteriously has a plot
history of the adventure Game Interface 215
that the player seems to know already), to the books in the library of Phatt
Island in Monkey Island 2: Lechuck’s Revenge (1991), to the notes and books
that reveal the story behind the landscape in the Myst series. Other examples
of hypodiegesis can be mini-games, which can be played and replayed within
the gameworld – a darts game in The Lost Files of Sherlock Holmes: The Case of
the Serrated Scalpel (1992); or a whole other adventure game, as in the case of
Day of the Tentacle, which included his prequel Maniac Mansion as playable
game in one of the computers within the game. These mini-games may in-
volve entities that are not manipulable outside of the mini-game (such as the
darts) and may be replayed, without the new outcome having an effect on the
development of the game. Adventure games are particularly accommodating
to mini-games, since part of their nature is to involve concatenated puzzles
and riddles, as mentioned above.
The third and last level of interaction, common to most videogames, is the
extradiegetic. The actions that the player performs at this level are directives
(Montfort 2003); they do not have an effect on the gameworld, but rather
refer to the state of the game as a computer program: saving, loading, quitting,
turning verbose descriptions on/off, music, sound effects on or off or skipping
lines of dialogue or cut-scenes.
The development of strategies to improve direct manipulation in games
has affected the features defining adventure games described above. To analyze
this development, I have chosen three game engines from some of the most
influential game companies in the genre to provide the main examples: Info-
com, Sierra Online, and Lucasfilm Games/LucasArts. These engines provided
a consistent underlying structure to their interfaces and set a standard for
other developers. I have included Myst because it brought about significant
innovations to the point-and-click interface, as well as Farenheit a.k.a. Indigo
Prophecy (2005), because it explicitly proposed to establish a new standard
interface for adventure games.
You are on a wide lawn just north of the entrance to the Robner estate. Directly
north at the end of a pebbled path is the Robner house, flanked to the north-
east and northwest by a vast expanse of well-kept lawn. Beyond the house can
be seen the lakefront.
The top of the screen displays a location name (“South Lawn”) and the time
of the fictional world the player has just set in motion (8:00 am). After this,
a “>” appears and then the blinking cursor that indicates the player that it
is her turn. Though the interface itself does not give any cues or pointers, as
Norman complains, the screen is by no means blank. This opening is already
giving clues to the player as to what to do: the player character has arrived to
a house, she is at the entrance, so the logical course of action to take is to walk
up to the door and knock. The interface may be bare, but the game comes
with an instruction package that helps the player build the context to the ad-
venture, and starts with a situation that the player is familiar with in real life
(arriving to a house). A basic pleasure derived from playing adventure games
is precisely being thrown into an unknown environment, forcing the player to
explore it to “find her feet” in the gameworld, which includes drawing a map
of the different rooms / locations. Text adventure games compensate for the
lack of direct manipulation with carefully written descriptions, which is what
gives the cues of possible actions.
It is false that anything can be typed, only certain commands will receive
a positive response from the parser. There are no cues inside the game for
the player to know what kind of syntactical structures will be valid. In one
Infocom manual, they explain that in the game “you type your sentence in
plain English each time you see the prompt (>). [The game] usually acts as
if your sentence begins “I want to…” (Wishbringer manual, 1986). In earlier
videogames like Adventure, or non-commercial works of interactive fiction,
however, there are no instruction booklets, so the player would keep on using
4 See also Game Ontology, http://www.gameontology.org/index.php/Indirect_Manipulation
history of the adventure Game Interface 217
Even though the parser is very limited, the player can ask rather specific ques-
tions, and the game will even give hints about what can those questions can
be. However, the player cannot input questions as if she was talking to a
Weizenbaum’s Eliza – the dialogue topics are always limited to those that are
relevant to the game, or else the NPC will ignore your question, or the system
will inform you that there is no object that corresponds to the topic you’re
talking about.6
The dialogue system adds yet another voice to the many that the player
reads and types. Text adventures build a polyphonic environment – since it
all appears in text, all the different levels of interaction share the same chan-
nel to communicate with the player. Nelson (2001) identifies those voices as
that of the player (as the human who types and reads), the protagonist (the
main character, who is usually the player character) and the narrator (the
voice informing the player what the player character sees, feels and, occasion-
ally, thinks). As Montfort (2003) remarks, the narrator can split into a fourth
voice, the program itself usually communicating between square brackets,
5 Of course, many text adventures also have an obscure command, such as the magic word “xyzzy” in
Adventure, or “Odysseus” / “Ulysses” in Zork to chase away the Cyclops. These cases are famous, but
otherwise their oddity may very well lead the player to give up.
6 For a good tutorial to create NPCs, and a review of different dialogue systems in Interactive Fiction
see Short (2003).
21 fernández-vara
as a result of the syntactical mode of interaction. This voice tells the player
whether it cannot parse a sentence, asks for clarification as for what item the
sentence refers to (“Which will do you mean, (…)?”), or whether a certain ac-
tion has made the player score any points. This polyphony makes the textual
interface even more complex to use, and requires the player to be able to learn
to identify the different levels of interaction.
The polyphony also makes it difficult to represent the player character. As
Wood (1996) remarks, there are several possible types of player identity in
IF (extensible to text adventures), of which the most common is the indeter-
minate character, usually male. This character becomes a surrogate where the
player can project “whatever motives and emotions [she] like[s] onto [her]
character” (Wood, 1996). This may seem the easiest character to write, since
the designer is ignoring who the player character is. It does not mean that text
adventures cannot provide the player with determinate identities, being by
gender, by the player’s own choosing, or determined by the player’s actions
(Wood, 1996), but these cases are the least common.
The textual interface makes it more difficult to allow the player to control
more than one character during the game, or choose who she wants to control.
Text adventures depend heavily on description and interaction for their at-
mosphere. There would be little benefit in having multiple PCs unless those
characters were well defined, and their interactions with NPCs suitably varied.
This requires enormous effort on the part of a game’s authors if the different
characters are interacting with the same people and places, since NPCs need
different responses for each, and ideally location and object description would
vary slightly too.
Wood (1996) contrasts the lack of multiple player characters in text adventures
with the triad of player characters in LucasArts’ Day of the Tentacle. Graphic
adventures can communicate visually who the player is controlling and where
the character is; their interface design fosters direct manipulation. Neverthe-
less, text adventures occasionally offer multiple player characters: at a certain
point of The Hitchhiker’s Guide to the Galaxy (1984), the player has to control
the other main character of the game, Ford Prefect; in Suspended (1983), since
your player character is in suspended animation, you are controlling six dif-
ferent robots in six different locations (Wood, 1996).
The graphical user interface also meant that the different levels of interac-
tion were now distinct on the display. The gameworld took most of the screen
frame; the command line was outside the gameworld but visible along with
it. In order to access the non-diegetic directives, players had to press a button
(ESC), that would call up a menu for saving / restoring / restarting / quitting
the game. The inventory was also accessed through this menu, situating it at
a hypodiegetic level; in both cases, when the menu appeared, time stopped in
the gameworld.
The distinction between diegetic / extradiegetic levels was also reinforced
by the messages that appeared when the player character died: “We, at Sierra,
wish to thank you for playing King’s Quest. We are very sorry that you did not
succeed and hope you will fare better next time. Good luck.” This message
calls attention to the fictive nature of the game, and to the people who created
it.
Sierra’s AGI engine resolved the ambiguous polyphony of IF by visualizing
the different levels of interaction and making them distinct. The existing over-
lap between commands that could be typed or selected in the menu was a way
to ease the transition from the conventions of text to graphic adventures.
The indeterminate player character was not used in graphic adventures.
In spite of the low-res graphics, it is possible to identify who the player char-
acter is. The character was now distinct, so the player could establish a closer
relationship with it through direct manipulation. The protagonists of graphic
adventures were also usually associated with a narrative genre, and thus with
a set of actions within a generic environment – King’s Quest’s Sir Graham lives
in a fairy-tale world, Roger Wilco in Space Quest (1986) is a janitor in a space-
ship.
The only feature that AGI or subsequent Sierra engines did not address
was a dialogue system. The player could only choose which character to talk
to, which would display a canned conversation, with no chance for the player
to choose the topic of the conversation, so that “talk to” was therefore another
form of examining an object (in this case a living entity) for information.
to be used, nor look at the word list outside the game. The list of inventory
items the player character was carrying appeared next to the commands. The
layout thus reinforced the mechanics of the game – on the one hand explor-
ing the space, on the other, the verb + object mechanic. The extradiegetic level
was kept out of the screen, as in the AGI engine – the directives could only
be called with a function key (F5), which is also separated from the keyboard
shortcuts of the game.
The main innovation of the SCUMM engine was that the only input
method of the game was moving a pointer, either with a mouse or the arrow
keys. The widespread use of the mouse in home computers soon made the
point-and-click interface the most popular input device for adventure games.8
The player moves the pointer and clicks over both the gameworld and the
menus to make the desired command. Instead of typing, she can click on the
verb list first, and then on the inventory or gameworld object she wants to use.
The interface combined direct and indirect manipulation; the pointer moves
analogously to the mouse, which constitutes direct manipulation, but the in-
structions to the player character are still syntactic. The way that the syntax
is restrained is what makes the interaction easier: the player can only use the
verbs and objects on the screen, and some actions are interpreted automati-
cally for the player. For example, the act of clicking on the place of the game-
world where the player wants the character to go is interpreted as “Walk to.”
The player character remained distinct, it could even refuse or complain
about the commands instead of giving an error message. The parser of text
adventures could be personified and be sarcastic (remember “I do not think
the lantern would agree with that”); now the character on the screen can turn
to the player and talk to her directly. Thus, the error messages from the parser
became personified, sustaining the fiction of the gameworld.
The interaction is considerably simplified, diminishing the hair-pulling
caused by trying to find the right word for what the player wanted her char-
acter to do, even if she knew what had to be done. On the other hand, giving
the player the verbs that could be used, and reducing them, also favours the
combinatorics of the verbs on the screen with the inventory or the gameworld
as a valid mechanic to solve puzzles, instead of trying to use logic and/or come
up with creative solutions.
LucasArts’ graphic adventures had an effective – though not very sophis-
ticated – menu-driven dialogue system. Most times, the user just had to
go through every single option in the menu to have all the possible con-
versations. Though this is still canned dialogue, at least it gave the chance
to choose what to say, as well as providing the basis for one of the most
ingenious mechanics to make your character “learn.” In The Secret of Mon-
key Island, the player character Guybrush Threepwood has to learn how to
sword-fight; the secret to win is not being skilful, but being good at insulting
your opponent to undermine their confidence. Guybrush must learn all the
insults and their respective comebacks; he has to fight pirates, and let him-
8 This also facilitated porting these games to consoles, since the keyboard input had made adventure
games an exclusively home computer genre.
222 fernández-vara
self be insulted and beaten, to then have those insults appear in his dialogue
menu, then he uses the insults with other pirates to learn the replies. Thus
the player has to earn each possible line of dialogue by fighting in order to
become a sword master.
Later versions of SCUMM reduced the number of verbs (Give, Open/
Close, Pick Up, Look at, Talk to, Use, Push/Pull), and included a context-
sensitive cue, so that the verbs that could be used with a certain object would
be highlighted when the mouse hovered over it. On the other hand, these cues
also curtail the range of actions possible in the game. Usability finished off one
of the basic premises of text adventures, which was giving apparent freedom
of agency to the player.
The reduction of usable verbs came to a minimum both in the Sierra and
LucasArts engines in the early 1990s. Sierra’s SCI (Sierra Creative Interpreter),
which substituted AGI, introduced the point-and-click system with Leisure
Suit Larry III (1989), and eliminated the command line. The verbs were re-
duced to Walk, Look/Examine, Use / Pick up, Talk, selected inventory object
and access inventory. The SCUMM engine also changed the interface in Sam
‘n Max Hit the Road in 1993, leaving out menus, letting the gameworld fill up
the screen, and reducing the commands to basically the same list. The syntac-
tic commands disappeared, and though the manipulation of the pointer was
direct, the actions in the gameworld were still indirect. This again enhanced
the usability of the game, but it also reduced most of the verbs to “use.” Verbs
were represented by icons instead of words, so that they referred to as many
related actions as possible. Some games would still have actions that were
character-specific, for instance, Sierra’s Leisure Suit Larry would have a kiss
and zipper icon (whose meaning would change depending on context); Ben,
the protagonist of LucasArts’ Full Throttle (1995), could kick (which is essen-
tial if you are the leader of a motorcycle gang). These special actions helped
define the character, though they were also rare.
tons, or dragging objects by moving the mouse. Myst incorporated in its inter-
face most of the features of direct manipulation, as proposed by Shneiderman
– ease of use, visual representation of the objects to be manipulated, “rapid,
reversible, incremental actions,” whose form of input was in some form analo-
gous to how those actions were performed in the real world; the whole system
made error messages such as “you can’t do that” superfluous (Shneiderman,
2003). All these elements favoured the feeling that the player was actually in
the gameworld, as well as attracted new players who preferred not to act as the
default player character in graphic adventures. There were no descriptions of
objects, which may have broken the illusion of physical immersion, though
there was still a good amount of reading. The player had to reconstruct the
backstory of the gameworld he had been thrown into by reading books and
notes scattered over the different locations.
Myst offered an enticing environment, which solved many of the frustrating
issues of adventure games simply by avoiding them. The Myst series certainly
revolutionized adventure games in many ways, especially by following the
tenets of direct manipulation. It was also so minimalistic that it became very
difficult to change the interface model without expanding it. By leaving out
all verb mechanics, it eliminated the cornerstone of earlier adventure games,
which was verb-oriented agency through a wide range of actions. For almost a
decade after the release of Myst, adventure games wavered between re-hashing
the Sierra/LucasArts model of interaction (Broken Sword: The Shadow of the
Templars (1996)) and Myst-like environments (Syberia (2002); Aura: Fate of
the Ages (2004)). There are honourable exceptions, such as Bad Mojo (1996)
where the player character is a cockroach and navigation is the only con-
trol available, and The Last Express (1997), another point-and-click adventure
which made a brave attempt to incorporate real time into adventure games.
with one she will move the selected player character, with the other she selects
the action she wants the character to perform, in the form of a movement/ges-
ture. These actions are always determined by context, and the way the player
performs them is by moving the analog stick in a way that imitates what the
character will do. For instance, in a kitchen she has to move the analog down
to open a fridge, or up to push a cupboard. If the action is an effort the charac-
ter had to make, the player also had to make an “effort” with the controls; for
example, pushing the left and right shoulder buttons alternatively, rhythmi-
cally and fast to run or swim. In all these cases, this gestural interface follows
the tenets of direct manipulation by trying to make the movements in the
controller imitate the actions in the game, as well as by giving visual cues to
the player to how to perform gestures in the form of animated icons.
Farenheit / Indigo Prophecy does not particularly encourage exploration of
the space – the puzzles are time-sensitive, so that if the player takes too much
time in one location, for instance, the player character may be caught by the
police and the game will be over. On the other hand, it encourages replay to
solve a problem. For instance, in the opening scene, the player character has
just killed a man for no apparent reason. The player can opt to go out covered
in blood and be immediately identified as the prime suspect, or wash him-
self, hide the body in a cubicle and wipe the floor, to buy some time before
they find the corpse. This brings back the exploration of possible actions that
characterized text adventures, and is also the basis for the overall structure of
the game, by which there are multiple ways to traverse the game by choosing
different actions.
The gestural interface of Farenheit / Indigo Prophecy brings back many of
the essentials of adventure games. Though the gestures themselves turn repeti-
tive after playing for a while, it brings back the illusion of agency in the world
by offering at least two or three possible actions per active area.
Interactive drama seems to be the next offshoot of adventure games with
games such as Farenheit / Indigo Prophecy, as well as experimental videogames
such as Mateas and Stern’s Façade (2005). The move into direct manipula-
tion is even more evident in this last case, because it has been adapted to
use Augmented Reality interface (Dow et al., 2007). In Augmented Reality
the interactor sees the characters superimposed on an actual room through a
head-worn display, and interacts with them by walking around, making hand
gestures and talking.
Interfaces encouraging direct manipulation of the gameworld keep ap-
pearing in adventure games, as was the case of Another Code (Europe) / Trace
Memory (US), for Nintendo DS. In order to solve some of the puzzles of
the game, the player has to blow off dust by blowing on the console’s micro-
phone, “scratch” surfaces with the stylus, and even close down and open the
DS again to use an ink stamp. As Marek Bronstring (2006) remarks, these are
novelty puzzles, whose novelty will wear out as more games use these gestural
mechanics – what is interesting is how they turn everyday actions into a fun
activity, and how they encourage game designers to come up with new ways
to use the physicality of the controller.
history of the adventure Game Interface 225
CoNCluSIoN
Throughout this chapter, we have observed the evolutional search of direct
manipulation in adventure games. Giving the player cues about what to do
and facilitating the input are first steps to facilitating the illusion of immersion
in the gameworld. Error messages, which remind the player of the program
behind the game, disrupt this illusion. On the other hand, making error mes-
sages dramatic, as in having the player character refuse to do what the player
commanded, is a way to ameliorate this disruption.
In the process of transformation of the adventure games interface, we see
how new models do not automatically cancel out previous ones. Each inter-
face –textual, menu-driven, point-and-click, gestural – has its strengths and
weaknesses in relation with the different features that characterize adventure
games. The choice of what interface model will be used may depend on the
type of experience the designer wants to create for the player. A good exam-
ple of this is Nick Montfort’s Ad Verbum (2000), an interactive fiction piece
where the challenges are based on riddles and puns. Some of the puzzles are
entirely based on words, as in some rooms where all the descriptions start with
the same letter (e.g. “s”), and the commands must start with the same letter
in order to be effective.
Adventure games are still being released using old engines in non-com-
mercial or independent games. There are thriving communities of amateur
adventure game developers, using for instance Inform, a programming lan-
guage to make adventures for the Z-Machine, developed by Graham Nelson
(Nelson, 2001) or Adventure Game Studio, a development environment for
point-and-click adventure games. Even though adventure games are usually
not released as AAA commercial games any more, they are still very popular
in Europe, where new games are still released every year by companies such as
Péndulo Studios in Spain, or MC2-Microïds in France. In Japan, the genre is
known as “visual novels,” and has always been alive and kicking, with series
such as Phoenix Wright (2005), originally released for GBA and now remade
for the rest of the world for the Nintendo DS. In the US, where most of the
engines listed above were developed, adventure games are now seeing a revival
with companies such as Telltale Games, which not only develop their own
adventure games, releasing them as instalments, but also have started distrib-
uting European adventure games.
Adventure games also hold strong ties with less commercial, innovative
forms of digital storytelling and electronic literature. The versatility of the
adventure games genre is remarkable – from commercial to fan development,
from games to experimental storytelling. Contrary to popular belief, the genre
of adventure games is still alive and seeking innovation in game design, as well
as in constructing fictional worlds.
226 fernández-vara
refereNCeS
Aarseth, E.J. (1997). Cybertext : Perspectives on Ergodic Literature. Baltimore, Md.: Johns Hopkins
University Press.
Bronstring, M. (2006). A vision for adventure games on Nintendo Wii [Electronic Version]. Adventure
Gamers. Retrieved 31st August, 2006 from http://www.adventuregamers.com/article/id,666
Crawford, C. (2003). Chris Crawford on Game Design. Indianapolis, Indiana: New Riders Publishing.
Crawford, C. (2005). Chris Crawford On Interactive Storytelling (1st ed.). Berkeley, Ca: New Riders.
Dow, S., Mehta, M., Harmon, E. MacIntyre, B., Mateas, M. (2007). Presence and Engagements in
an Interactive Drama. In Proceedings of ACM CHI 2007 Conference on Human Factors in Computing
Systems 2007, 1475-1484.
Game Ontology Project (2005). [Electronic Version] Retrieved August 31, 2006 from http://www.
gameontology.org
Genette, G. (1980). Narrative Discourse : An Essay in Method. Ithaca, N.Y.: Cornell University Press.
Infocom: The Next Dimension. (2005). Retro Gamer, 1(10), 30-41.
MacDonald, L. (2005). Quantic Dream - David Cage and Guillaume de Fondaumiere interview
[Electronic Version]. Adventure Gamers. Retrieved August 31, 2006 from http://www.adventuregamers.
com/article/id,554.
Montfort, N. (2003). Twisty Little Passages : an approach to interactive fiction. Cambridge, Mass.:
MIT Press.
Murray, J. H. (2001). Hamlet on the Holodeck : the Future of Narrative in Cyberspace. Cambridge,
MA: The MIT Press.
Nelson, G. (2001). The Inform Designer’s Manual: Interactive Fiction Library.
Norman, D.A. (2002). The Design of Everyday Things (Reprint ed.). New York: Basic Books.
Provinciano, B. (2003). The Ultimate AGI & SCI Web Site [Electronic Version]. Retrieved August 31,
2006 from http://www.classicgaming.com/agisci/
Rollings, A. & Adams, E. (2003). Andrew Rollings and Ernest Adams on Game Design. Indianapolis,
IN: New Riders Publishing.
Short, E. (2003). NPC Characterization [Electronic version] Retrieved 31 August, 2006 from http://
www.mindspring.com/~emshort/NPC4.htm
Shneiderman, B. (2003). Direct Manipulation: A Step Beyond Programming Languages. In N.
Wardrip-Fruin & N. Montfort (Eds.): The New Media Reader, 486-499. Cambridge, Mass.: MIT Press.
Wood, J. (1996). Player Character Identity in IF. XYZZY News, (9), 7-11.
Zagal, J., Mateas, M., Fernández Vara, C., Hochhalter, B. & Lichti, N. (2005). Towards an Onto-
logical Language for Game Analysis. Paper presented at the Digital Interactive Games Research Associa-
tion Conference (DiGRA), Vancouver, B.C., Canada. Retrieved October 17 2007, from, http://www.
digra.org/dl/db/06276.09313.pdf
GaMeS
Adam Cadre. (1998). Photopia. Self-published. (Z-Machine)
Beam Software. (1983). The Hobbit. Melbourne House. (Various platforms.)
Black Isle Studios. (1999). Planescape: Torment. Interplay Entertainment. (PC).
Capcom Co. Ltd. (2005). Phoenix Wright: Ace Attorney. (NDS).
Challenge Inc. (1989). Arthur: The Quest for Excalibur. Infocom (Z-Machine).
CING, Inc. (2005). Another Code (a.k.a. Trace Memory). Nintendo. (NDS).
Crowther, W. & Woods, D. (1975-76). Adventure (a.k.a. Colossal Cave) (PDP-1).
Cyan Worlds Inc. (1993). Myst. Brøderbund Software. (Amiga / PS / Saturn / PC).
Data East Corporation. (1996). Magical Drop II. (Neo Geo / SNES).
Electronic Arts. (2005). From Russia With Love. (GC, PS, XBox).
Infocom. (1980). Zork I: The Great Underground Empire. (Z-Machine).
history of the adventure Game Interface 227
INTroDuCTIoN
e
lectronic games are a kind of computer application that has avid de-
mand for innovation and for more engaging user experiences. So far the
main focus of improvements in electronic games has been on graphics;
more recently artificial intelligence has been drawing more attention from
researches and developers. But what does the future hold for the gaming expe-
rience? A good way to foresee the future of game interfaces is to look at what
research labs are doing now – and one technology that is starting to boom in
labs and scientific conferences dealing with game technology is known as Aug-
mented Reality. With this technology, it is possible to merge real and virtual
elements, either by allowing users to appear in the game’s virtual environment,
or by projecting virtual objects or characters in the real world. The appeal of
this kind of interface is enormous, as it provides the possibility of combining
the advantages of physical games with the magical flexibility of digital virtual
worlds. On the other hand, challenges such as cost, space requirements and
the very risk of introducing a new technology to the consumer market may
delay its adoption. This chapter presents Augmented Reality technology and
discusses the potential of applying it to electronic games. Some experiments
and prototypes, which exemplify what the future games may look like, are
also presented.
auGMeNTeD realITy
Augmented Reality (AR) is a new approach for virtual environments. It com-
bines virtual and real elements instead of totally replacing the real space by a
virtual one, as is the goal of Virtual Reality (VR) applications. In AR, unlike
VR, immersion is not always a major concern, since the user is often already
immersed in the real environment being augmented and this augmentation
may be clearly non-immersive (for instance, projecting an electrical diagram
on top of a real circuit). That is why immersion is not part of AR’s definition
despite usually being in VR’s. “An AR system supplements the real world
with virtual (computer-generated) objects that appear to coexist in the same
space as the real world” (Azuma et al., 2001, p. 34). As pointed by Bimber
and Raskar (2005) the simple integration of synthetic information into real
augmented reality Games 229
Some authors prefer to use the term Mixed Reality (Milgram, Takemura, Ut-
sumi & Kishino, 1994) as a general concept, subdividing it according to the
proportion between real and virtual. These subdivisions are: Augmented Re-
ality, when some virtual elements are superimposed on real environments;
Augmented Virtuality, when some real elements are introduced in a virtual
environment; and Mixed Reality itself, when virtual and real elements are in
close proportions. That classification, although easy to understand, does not
work very well in all situations, so in this text the term Augmented reality will
be used for all systems that mix real and virtual environments, and comply
with the requirements of real-time interactivity and 3D registration.
230 Bernardes, Tori, Nakamura, Calife & Tomoyose
is expected the availability of low cost portable projectors, which can poten-
tially reduce space and setup requirements.
human factors
AR systems involve new technologies and some special devices bringing new
problems and issues to be considered. Of great importance are issues related to
human factors, most of them caused by AR displays. According to Azuma et
al. (2001), some of the most significant human factors in AR systems are:
face, the system detects its position and projects a virtual light beam directly
from the object. Another object that represents a mirror can be located in
such way that it reflects the light beam to a desired position, and thus it is
possible to manipulate the other components to get the desired effect. Further
in this chapter, several other examples of tangible interfaces in games will be
shown.
By means of tangible interfaces, manipulation of digital information be-
comes more intuitive and natural, as in the example of rotating a real object
to get the same movement in a three-dimensional digital model. Compare this
to using a mouse to select the virtual object and then using some complex in-
terface to rotate it in three axes. Tangible interfaces also allow and even stimu-
late collaboration between users by allowing movement and interaction with
fewer constraints, with both hands and even the body. The “ownership” of a
virtual object, for instance, can be instantly determined by seeing which user
holds its physical correspondent. Brave, Ishii and Dahley (1998) make use of
tangible interfaces for Computer Supported Collaborative Work applications
with remote communication. One such application is called Synchronized
Distributed Physical Object and creates the illusion of physical objects, rep-
resenting some virtual content, which are shared by remote users, through a
system that synchronizes the position of these objects in accordance with user
manipulation.
In environments with Augmented Reality, the relation between virtual
objects and the real world is very close, which makes tangible interfaces one of
the best and most natural forms of interaction. Tangible Augmented Reality
(TAR) is defined by Billinghurst, Grasset and Looser (2005) as an approach to
AR applications that integrates the virtual content and one or more tangible
physical interfaces, so that each virtual object is registered to a physical object
and users can interact with this virtual world by manipulating corresponding
physical objects. Some of its basic principles, based on TUI, are:
circles or the Xs, in a tic-tac-toe game between two players. These markers are
used to directly move the pieces to the desired position.
There are many applications and researches related to games that make
use of tangible interfaces. Some commercial electronic games have already
employed this kind of interface, in the form of pistols, pedals, wheels and
even bongo drums. Not all uses of these unconventional controllers constitute
a tangible interface, since the controller is not always uniquely mapped to a
virtual object (actually, it is usually not), but in some games unconventional
controllers have been used in tangible interfaces. Nintendo has gone a little
beyond this with its portable console, Nintendo DS, and its touch-screen.
Its new console, Wii, is even more likely to popularize this type of interface
through the ability to track user movements through a wireless controller. In
the electronic game Wii Sports, for instance, the Wii control can be used as
one tennis-racket or as a baseball bat.
presented in the game is through the collision between a player and a virtual
object.
The Human Pacman is based on the classic Pacman, with human players in
the roles of both the game main character as well as of the ghosts that pursue
it. The digital labyrinths of the original game are replaced by a real environ-
ment, but the capsules that the Pacman eats remain virtual. The registration
is made through movement and orientation sensors, as well as GPS and a
2D map of the environment. The ghosts “kill” the Pacman by tapping on his
shoulder (the touch is registered by a sensor) and the “vitamin” that allows the
Pacman to “eat” the ghosts is a tangible interface, a physical object with Blue-
tooth transceivers that must be physically picked up and carried once found
to benefit the player for some time.
In ARQuake, as in the original game, the player moves inside a real envi-
ronment and can choose between several weapons to shoot and eliminate the
“monsters” he meets. New weapons and other items that give advantages to
the player can be found in the environment.
In contrast with NetAttack and the Human Pacman, ARQuake uses a 3D
model of the game area, allowing it to make the correct occlusion of items and
monsters by environment elements, such as buildings (which does not occur in
the other two games). Registration is made by GPS, computer vision with fidu-
cial markers and a sensor for head orientation. The game only allows the inter-
action between two players, one with the AR interface and one using a personal
computer and the game conventional interface (with the pre-made maps of the
real environment). Thomas et al. (2002a) observe that the player with the con-
ventional interface always wins, because he can move with more agility than the
player with the AR interface. The interaction with the game is made through
collision detection and the use of a “weapon” – a device with two buttons and
haptic feedback that does not need to be pointed at the target. As in Quake, the
shooting direction always coincides with the player’s gaze direction.
ARQuake developers made an interesting study to determine which com-
binations of color and intensity were more appropriate, not only to make
the game elements more visible when inserted in the real environment, but
mainly to give a better impression of opacity when projected in semitranspar-
ent HMDs. The original textures of the game objects were replaced by others
using the colors selected for better visibility and opacity, allowing a certain
form of occlusion of real objects by the virtual ones. This occlusion in semi-
transparent HMDs would usually demand specialized hardware, such as the
system described by Kiyokawa et al. (as cited in Azuma et al., 2001).
Another interesting aspect of ARQuake is the research that was made about
its playability (Thomas, 2003) and usability (Thomas, Krul, Close & Piekar-
ski, 2002b). These works discuss problems such as: the choice of the field of
view; the instinct of the users to catch virtual objects with their own hands
(instead of colliding with the object, as the game requires), which causes frus-
tration; the effects of virtual walls, doors, soil or sky in the game; the aversion
to the shades generated under game objects; and other problems related to
playability and even safety.
augmented reality Games 237
Part of the team responsible for the development of ARQuake, along with
private investors, are developing the hardware and an engine for arguably aug-
mented reality games (A_Rage, 2005). Although the A_Rage system com-
bines real and virtual elements through a semitransparent HMD and has real-
time interaction through a gamepad; there is no 3D registration between real
and virtual objects, not satisfying Azuma’s definition of Augmented Reality
(1997), adopted in this work.
of this category. Both use the portable device camera as input, computational
vision techniques, and its screen as graphical output.
SymBall simulates a game of table tennis with one or two players, using
an object with a known color (preprogrammed for each game) as reference to
determine its position in each instant. Thus, the cell phone itself can be used
as “paddle” to strike a virtual ball, characterizing the interface as tangible.
Paelke et al. (2004) describe a game in which the device camera registers
the position of the player’s foot and inserts its image in a virtual environment
seen on the screen. The foot can, with real movements, kick a virtual soccer
ball towards a goal defended by a “goalkeeper”, also virtual.
Given the limited computational resources of current portable devices,
fewer AR games can be found using them. However, the possibility of using
the very device as a piece of tangible interface (as illustrated by SymBall) pro-
vides interesting possibilities to be explored.
arToolKIT
While tools to aid in the creation of Augmented Reality applications are not
the focus of this chapter, one specific tool, ARToolKit, has become so popular
and widely used (in a large number of the games discussed previously, for
instance) that it bears mentioning.
Registration and tracking, of both objects and users, are important re-
quirements for augmented reality applications. One of the most complex
challenges in this area is to achieve this 3D registration with a certain degree of
precision. One way of overcoming this challenge is through the use of compu-
ter vision techniques. Registration can also be achieved by other means, such
as using magnetic or other kinds of sensors, but using computer vision brings
the advantage of freeing the user from the need to wear these sensors.
ARToolkit (ARToolKit Home Page, 2006) is a software library which pro-
poses to solve this problem in a simple and practical way. To do that, it imple-
ments computer vision techniques that are capable of calculating the positions
of fiducial markers in relation to a camera in real time. Figure 1. shows a
sample ARToolkit marker.
ARToolKit’s fiducial markers must always have a black rectangular border, but
what is inside it may vary, as long as it is previously known by the software
applications using it.
While it is not necessary to know the technical details of ARToolKit to use
it, a brief explanation is interesting. First, the real world image containing
the markers, captured by a video camera in real time, is simplified through
thresholding, a process that transforms a color image into a black-and-white
one. Then the markers are segmented, or separated from the image, based on
detection of their known border. Then two steps are carried through. The first
is the marker recognition from a known set of markers, based on the pattern
drawn in its central part. The second step is the calculation of the geometric
transformation corresponding to the marker border detected in the image.
Thus, based on how the marker is deformed in the camera image, it is possible
to register its position in relation to the camera.
Once the fiducial markers are recognized and have their position deter-
mined, this information can be used in several ways. ARToolKit has some
default functionality to calibrate cameras, associate markers with 3D models
of solids and then render those models over the marker, with the real world
images obtained by the video camera as background. This can be done with
little programming, mostly through the manipulation of configuration files,
to create several simple AR applications or prototypes. More complex applica-
tions that do not use this default functionality can be created with a deeper
knowledge of programming and computer graphics.
The relative simplicity of ARToolKit use, its availability as open source soft-
ware in different platforms such as Windows, Linux, IRIX and SGI, and its low
cost hardware minimum requirements (it can be used with simple webcams,
for instance, which are much cheaper than other registration alternatives) are
the main reasons why it has been so widely used. Even simpler to use, with its
graphical interface, but for some reason not as popular, is DART, the Design-
ers Augmented Reality Toolkit (DART, 2006). ARToolKit has also inspired sev-
eral variations: JARToolKit (2006), a JAVA port of ARToolKit; ARTag (2006),
which uses a specific set of fiducial markers that allow a more robust detection
algorithm; and ARToolKit Plus (Handheld Augmented Reality, n.d.).
CoNCluSIoN
In this chapter, the intention is to briefly present the main concepts of the rel-
atively new technology known as Augmented Reality and especially to point
out the benefits and opportunities it brings to the field of human-computer
interaction. Combining the virtual and real domains, both can potentially be
enriched, and this combination is leading to new interaction paradigms, such
as tangible interfaces, which are considerably more attractive and intuitive
than the traditional ones.
For electronic games, this technology brings even more advantages. It al-
lows, for instance, the merging of the important social aspect of board and
card games or sports with the advantages of a computer for games: to make
augmented reality Games 243
the necessary calculations, store and apply potentially complex sets of game
rules, display engaging graphics, animations and sounds etc.
In fact, the main advantage AR brings for electronic games is original game-
play. While in the past decade games have evolved considerably in fields such
as computer graphics and networking, original playability has been sorely lack-
ing lately and this is actually a great concern for game developers. Freeing gam-
ers from keyboard, mouse and gamepad, AR makes it almost impossible not
to try out original gameplay concepts, as the works discussed previously show.
While some of these new concepts will probably fail and be set aside, we hope
that enough remain to breathe new air into the game industry. In any case, it is
clear that the game industry is not blind to their potential, as demonstrated by
the EyeToy, the Wii controller and AR game engines such as A_Rage.
aCKNowleDGeMeNTS
We, the authors of this chapter, would like to thank our former students,
interns and researchers from Interactive Technology Laboratory (Interlab) at
University of Sao Paulo (USP) and from Interactive Environment Research
Lab (LPAI) at Senac-SP, who directly or indirectly contributed with this work.
We also thank Elisabeth Adriana Dudziak, who very generously helped us
revise and format the bibliography and references. As always, any remained
errors or omissions are solely responsibility of the authors.
refereNCeS
A_Rage. Augmented Reality Gaming Engine. (2005). Homepage. Retrieved April 12, 2006, from
http://www.a-rage.com
ARTag. (2006). Homepage. Retrieved September 18, 2006, from http://www.cv.iit.nrc.ca/research/ar/ar-
tag/
ARToolKit. (2006). Homepage. Retrieved September 11, 2006,
from http://www.hitl.washington.edu/artoolkit/
Azuma, R. (1997). A survey of augmented reality. Presence: Teleoperators And Virtual Environments, 6,
August, 355-385.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S. & Macintyre, B. (2001). Recent advances
in augmented reality. IEEE Computer Graphics And Applications, 21(6), 34-47.
Barakonyi, I., Weilguny, M., Psik, T. & Schmalstieg, D. (2005). Monkeybridge: autonomous agents
in augmented reality games. In Proceedings of the ACM SIGCHI International Conference on Advances
in Computer Entertainment Technology. New York: ACM Press.
Bernardes, J., Dias, J. & Tori, R. (2005). Exploring mixed reality user interfaces for electronic games.
Proceedings of Brazilian Games And Digital Entertainment Workshop, 4., Sao Paulo, Brazil. vol. 1, 353-
358.
Billinghurst, M., Grasset, R. & Looser, J. (2005). Designing augmented reality interfaces. ACM
SIGGRAPH Computer Graphics, 39(1), 17-22.
Bimber, O. & Raskar, R. (2005). Spatial augmented reality. Course 30 Notes. ACM International Sym-
posium on Computer Graphics and Interactive Techniques, Los Angeles, CA. New York: ACM Press.
Brave, S., Ishii, H. & Dahley, A. (1998). Tangible interfaces for remote collaboration and communica-
tion. Proceedings of ACM Conference On Computer Supported Cooperative Work, Seattle, Washington,
169-178. New York: ACM Press.
244 Bernardes, Tori, Nakamura, Calife & Tomoyose
Calife, D., Tomoyose, A., Spinola, D., Bernardes Jr, J. & Tori, R. (2007). Robot ARena: infrastruc-
ture for applications involving spatial augmented reality and robots. Proceedings of the Symposium on
Virtual and Augmented Reality, 9., Petropolis, RJ, Brazil.
Charles, F., Cavazza, M., Mead, S., Martin, O., Nandi, A. & Marichal, X. (2004). Compelling ex-
periences in mixed reality interactive storytelling. Proceedings of ACM SIGCHI Advances in Computer
Entertainment, Singapore, 32-41. New York: ACM Press.
Cheok, A. D., Yang, X., Ying, Z.Z., Billinghurst, M. & Kato, H. (2002). Touch-space: mixed reality
game space based on ubiquitous, tangible, and social computing. Personal And Ubiquitous Computing,
6(5-6), 430-442.
Cheok, A., Goh, K., Liu, W., Farbiz, F., Teo, S. & Teo, H. (2004). Human PACMan: a mobile wide-
area entertainment system based on physical, social, and ubiquitous computing. Proceedings of ACM
SIGCHI Advances in Computer Entertainment, Singapore, 360-361. New York: ACM Press.
Cooper, N., Keatley, A., Dahlquist, M., Mann, S., Slay, H. & Zucco, J., et al. (2004). Augmented
reality Chinese checkers. Proceedings of ACM SIGCHI Advances in Computer Entertainment, Singa-
pore, 117-126. New York: ACM Press.
DART: The Designers Augmented Reality Toolkit. (n.d.). Retrieved September 30, 2006, from
http://www.gvu.gatech.edu/ael/projects/dart.html
Eyetoy Home Page. (n.d.). Retrieved September, 30, 2006,
from http://www.eyetoy.com/shared/locale.asp?returnURL=/index.asp
Fraunhofer Fit Net Attack Homepage. (n.d.). Retrieved April, 20, 2006,
from http://www.fit.fraunhofer.de
Govil, A., You, S. & Neumann, U. (2000). A video-based augmented reality golf simulator. Proceedings
of ACM International Conference On Multimedia, 8., Los Angeles, CA. New York: ACM Press.
Hakkarainen, M. & Woodward, C. (2005). Symball: camera driven table tennis for mobile phones.
Proceedings of ACM SIGCHI International Conference on Advances in Computer Entertainment Tech-
nology, Valencia, Spain. New York: ACM Press.
Hamalainen, P., Ilmonen, T., Hoysniemi, J., Lindholm, M. & Nykanen, A. (2005). Martial arts in
artificial reality. Proceedings of International Conference For Human-Computer Interaction, Portland,
Oregon, USA.
Handheld augmented reality: ARToolKit plus homepage. (n.d.). Retrieved September 2006, from
http://studierstube.icg.tu-graz.ac.at/handheld_ar/artoolkitplus.php
Ishii, H., & Ullmer, B. (1997). Tangible bits: towards seamless interfaces between people, bits and
atoms. Proceedings of The SIGCHI Conference on Human Factors In Computing Systems, Atlanta,
Georgia, USA, 234-241. New York: ACM Press.
Ishii, H., Wisneski, C., Orbanes, J., Chun, B. & Paradiso, J. (1999). PingPongPlus: design of an
athletic-tangible interface for computer-supported cooperative play. Proceedings of the SIGCHI Confer-
ence on Human Factors in Computing Systems: the CHI Is the Limit,Pittsburgh, Pennsilvania, USA,
394–401. New York: ACM Press.
JARToolKit Homepage. (2006). Retrieved September 30, 2006, from http://jerry.c-lab.de/jartoolkit/
Jebara, T., Eyster, C., Weaver, J., Starner, T. & Pentland, A. (1997). Stochasticks: augmenting the
billiards experience with probabilistic vision and wearable computers. Proceedings of International Sym-
posium on Wearable Computers, 1, Cambridge, Massachusetts, 138-145. New York: IEEE Computer
Society.
Jeong, S., Hashimoto, N. & Makoto, S. (2004). A novel interaction system with force feedback
between real and virtual human - an entertainment system: “Virtual Catch Ball”. Proceedings of ACM
SIGCHI Advances in Computer Entertainment, 2004, 61-66. New York: ACM Press.
Kim, I., Lee, H. & Kim, H. (2004). Magic mirror: a new VR platform design and its applications. Proceedings
of ACM SIGCHI Advances in Computer Entertainment, Singapore, 343-348. New York: ACM Press.
Kim, K., Lee, M., Park, Y., Woo, W. & Lee, J. (2005). ARPushPush: augmented reality game in indoor
environment. Proceedings of International Workshop on Pervasive Gaming Applications, Munich, Germa-
ny. Proceedings Series: Lecture Notes in Computer Science, Vol. 3468. Retrieved October, 24, 2007, from
http://www.ipsi.fraunhofer.de/ambiente/pergames2005/papers_2005/ARPushPush_KKim_Pergames.pdf
augmented reality Games 245
Lee, W., Woo, W. & Lee, J. (2005). TARBoard: tangible augmented reality system for table-top game
environment. Proceedings of the International Workshop on Pervasive Gaming Applications, 5., Munich,
Germany. New York: ACM Press.
MacWilliams, A.; Sandor, C.; Wagner, M.; Bauer, M.; Klinker, G. & Bruegge, B. (2003). Herding
sheep: live system development for distributed augmented reality. Proceedings of IEEE and ACM Interna-
tional Symposium on Mixed and Augmented Reality, ISMAR 03. Washington DC: IEEE Computer Society.
Magerkurth, C., Stenzel, R., Streitz, N. & Neuhold, E. (2003). A Multimodal Interaction Frame-
work for Pervasive Game Applications. Workshop at Artificial Intelligence in Mobile System 2003 (AIMS
2003), Seattle, USA.
Magerkurth, C., Engelke, T. & Memisoglu, M. (2004). Augmenting the virtual domain with physical
and social elements. Proceedings of the International Conference on Advancements in Computer Enter-
tainment Technology (ACM ACE 2004), Singapore, 163-172. New York: ACM Press.
Mandryk, R., Maranan, D. & Inkpen, K. (2002). False prophets: exploring hybrid board/video games.
Proceedings of Conference of Human Factors in Computing Systems, Minneapolis, Minnesota, 640-641.
New York: ACM Press.
Matysczok, C., Radkowski, R. & Berssenbruegge, J. (2004). AR-Bowling: immersive and realistic
game play in real environments using augmented reality. Proceedings of ACM SIGCHI Advances in
Computer Entertainment Technology, Singapore, 269-274. New York: ACM Press.
Milgram, P., Takemura, H., Utsumi, A. & Kishino, F. (1994). Augmented reality: a class of displays on
the reality-virtuality continuum. In H. Das (Ed.), Telemanipulator and telepresence technologies. (SPIE,
2351). Bellingham, Wash., USA : SPIE.
Mueller, F. & Agamanolis, S. (2005). Sports over a distance. ACM Computers in Entertainment, 3(3),
1-11.
Nilsen, T. & Looser, J. (2005). Tankwar: tabletop war gaming in augmented reality. Proceedings of the
International Workshop on Pervasive Gaming Applications, 2., Munich, Germany. Retrieved October
26, 2007, from http://www.hitlabnz.org/fileman_store/2005-Tankwar.pdf
Nilsen, T., Linton, S. & Looser, J. (2004). Motivations for augmented reality gaming. Proceedings of
New Zealand Game Developer’s Conference, 86–93.
Nintendo Wii Home Page. (n.d.). Retrieved September 26, 2006, from http://wii.nintendo.com/index.jsp
Ohshima, T., Satoh, K., Yamamoto, H. & Tamura, H. (1998). AR2 Hockey: A Case Study of Collabo-
rative Augmented Reality. Proceedings of the Virtual Reality Annual International Symposium VRAIS,
268-275. Washington, DC: IEEE Computer Society.
Ohshima, T., Satoh, K., Yamamoto, H. & Tamura, H. (1999). RV-border guards: a multi-player enter-
tainment in mixed reality space. Proceedings of IEEE and ACM International Workshop on Augmented
Reality, 2., San Francisco, CA. Washington, DC: IEEE Computer Society.
Paelke, V., Reimann, C. & Stichling, D. (2004). Foot-based mobile interaction with games. Proceed-
ings of ACM SIGCHI Advances in Computer Entertainment Technology, Singapore, 321-324. New
York: ACM Press.
Paula, L., Bonini, R. & Miranda, F. (2006). Camera Kombat - interação livre para jogos. Proceedings
of the Brazilian Symposium on Computer Games and Digital Entertainment, 5., Recife, Brazil. Recife:
SBC. (in Portuguese)
Raskar, R. & Low, K. L. (2001). Interacting with spatially augmented reality. Proceedings of the ACM
International Conference on Virtual Reality, Computer Graphics and Visualization in Africa, Graham-
stown, South Africa, 101-108. New York: ACM Press.
Serious Game Summit Homepage. (2006). CMP. Retrieved May 13, 2006, from http://www.serious-
gamessummit.com
Starner, T. , Leibe, B., Singletary, B. & Pair, J. (2000). MIND-WARPING: towards creating a
compelling collaborative augmented reality game. Proceedings of International Conference on Intelligent
User Interfaces, 256-259. New York: ACM Press.
Szalavári, Z., Eckstein, E. & Gervautz, M. (1998). Collaborative gaming in augmented reality. Pro-
ceedings of the ACM Symposium on Virtual Reality Software and Technology, Taipei, Taiwan, 195-204.
New York: ACM Press.
246 Bernardes, Tori, Nakamura, Calife & Tomoyose
Szalavári, Z. & Gervautz, M. (1997). The personal interaction panel: a two-handed interface for
augmented reality. Proceedings of the Annual Conference of the European Association for Computer
Graphics, 18., Budapest, Hungary, 335-346.
Takemura, M. Haraguchi, S., & Ohta, Y. (2004). BLADESHIPS - an interactive attraction in mixed
reality. Proceedings of the International Conference on Virtual Systems and Multimedia, 10., Ogaki City,
Japan.
Thomas, B. (2003). Challenges of making outdoor augmented reality games playable. Retrieved April 16,
2006, from http://citeseer.ist.psu.edu/thomas03challenges.html
Thomas, B., Close, B., Donoghue, J., Squires, J., De Bondi, P. & Piekarski, W. (2002a). First person
indoor/outdoor augmented reality application: arquake. Personal And Ubiquitous Computing, (6), 75-86.
Thomas, B., Krul, N., Close, B. & Piekarski, W. (2002b). Usability and playability issues for arquake.
Proceedings of International Workshop On Entertainment Computing.
Ulbricht, C. & Schmalstieg, D. (2003). Tangible augmented reality for computer games. Proceedings
of the IASTED International Conference on Visualization, Imaging and Image Processing, 3., Benal-
madena, Spain, 950-954.
Underkoffler, J. & Ishii, H. (1998). Illuminating light: an optical design tool with a luminous-tangible
interface. Proceedings of The SIGCHI Conference on Human Factors in Computing Systems, 542-549.
Vieira, B., Trias, L., Theodoro, C., Miranda, F. & Tori, R. (2006). ARHockey: um jogo em realidade
aumentada baseada em projetores. Proceedings of Brazilian Symposium on Computer Games and Digital
Entertainment, 5. (in Portuguese).
Wagner, D. & Barakonyi, I. (2003). Augmented reality kanji learning. Proceedings of the IEEE and
ACM International Symposium on Mixed and Augmented Reality.
Wagner, D., Pintaric, T., Ledermann, F. & Schmalstieg, D. (2005). Towards massively multi-user
augmented reality on handheld devices. Proceedings of the International Conference on Pervasive
Computing,Munich, Germany. Lecture Notes in Computer Science, Vol. 3468.
Woodward, C., Honkamaa, P., Jäppinen, J. & Pyökkimies, E-P. (2004). Camball – augmented net-
worked table tennis played with real rackets. Proceedings of the ACM SIGCHI Advances in Computer
Entertainment, Singapore, 275-276. New York: ACM Press.
Zhou, Z., Cheok, A.D., Chan, T. & Li, Y. (2004). Jumanji Singapore: an interactive 3d board game
turning Hollywood fantasy into reality. Proceedings of the ACM SIGCHI Advances in Computer Enter-
tainment, Singapore, 362-363. New York: ACM Press.
ParT four
Beyond Design
INTroDuCTIoN To ParT four
I
n the context of films, some directors and produces are referred to as au-
teurs, meaning that their personal creative vision is reflected in their works.
During the short history of computer games, some game designers have
stood out from the crowd by having their names associated with lines of
games with a consistent style, quality, or both. Despite sometimes being asso-
ciated with single names, computer games are results of teamwork sometimes
involving hundreds of creative individuals working in a variety of roles. While
some of them carry a greater creative responsibility than others, each one of
them probably has a vision of how the game should play, how one’s own work
will affect the end result, and what kind of experience the game will deliver
for its player.
Game design, in comparison to many other design practices, has only
rather recently started to have well-educated potential employees and relevant
academic basic research at its disposal. Regardless of the lack of academic
backup in the history, supposedly partly due to a market pressure and partly to
self-contained desire for innovation, the game industry has been able to come
up with find new approaches to the concept of a computer game, in terms
of both hardware and software. Long track-records of individual developers,
combined with a degree of critical reflection and learning by trial and error
have contributed to not only the games themselves, but also to the evolution
of design methods unique to game development.
Computer game design research, as often practiced by designers doubling
as academics and vice versa, is a topic area, on which it is possible to fuse
together the views of the skilled individuals working in the industry with the
critical thinking, which characterizes the academic working practices. Tacit
knowledge, as defined by e.g. Polanyi (1983), exists on both sides of the bor-
der between industry and academia. The fourth and last part of this book
consists of two chapters, which explore the overlap of academic research and
industrial game development practices to arrive at design models of game
development. Apart from being adopted alongside existing design practices,
they can be used for reflecting on game development processes for analytic,
productive and educational purposes alike.
249
refereNCeS
Polanyi, M. (1983). Tacit Dimension. Gloucester, Mass.: Peter Smith Publisher Inc.
Alexander, C. (1970). Notes on the Synthesis of Form. Cambridge, MA: Harvard University Press.
Craig a. lindley and Charlotte C. Sennersten
INTroDuCTIoN
T
his chapter presents a meta-model describing and interrelating differ-
ent approaches to and methodologies for game design. Motivations and
questions behind the development of this meta-model include the need
for more systematic, advanced pedagogical methods for teaching game design
within specialized game education programs. A good pedagogical framework
must be able to relate games to the history of other media, to be able to ac-
count for the relationships between viewing games as an industrial design
activity on one hand, and as a contemporary artistic medium on the other.
Games can be designed not only for entertainment or artistic purposes, but
also for specific rhetorical purposes (e.g. advergaming), or to embody specific
theoretical principles aimed at achieving particular affects within players (e.g.
for therapy or to facilitate targeted modes of immersion). A high level view
of game design needs to integrate these different design contexts and mo-
tivations. It is also necessary, specifically from a pedagogical perspective, to
develop approaches to game design that facilitate the evolution of game forms
beyond games that are currently available, in order to create new modes of
experience, to address new markets and applications, and to deepen our cul-
tural understanding of game form and function. A pedagogical framework for
game design education must also foster creativity, leading students to be able
to think ‘outside the box’, as well as integrating education, industrial design
practice and formal research as it relates to design.
The meta-model presented in this chapter is proposed as one way of meet-
ing these requirements. The chapter first presents a foundational distinction
articulated by Alexander (1970) between self-conscious and unselfconscious de-
sign cultures. Based upon this distinction in mind, we then present the overall
meta-model that integrates implicit game design methods, with what we call
‘cook-book’ design approaches, game design patterns and game ontologies,
theory-driven design and formalist design. Each of these approaches is then
described in more detail, including discussion of its relationships with the
other design methods. The meta-model has been used as the foundation for
an advanced game design course, and some of the resulting design concepts
an Innovation-oriented Game Design Meta-Model 251
are described. The purpose of the meta-model is certainly not to provide any
kind of substitute for the creativity of designers. Rather, it is a tool for facilitat-
ing, opening up and perhaps amplifying that creativity, based upon the gen-
eral principle that representations provide amplification of human cognitive
capacities, as described by Harth (1999). While the model is being used to
facilitate pedagogical processes that encourage more creative design by novices
and to speed up the development of design competence, it also clarifies the
relationships between industrial game design practice and different forms of
research, contributing to ongoing discussions about the relationship between
research and industrial practice in game development.
GaMe DeSIGN
Before going into the detailed discussion of design methodology, it is useful
to present a preliminary representation of the general objects, or outcomes,
of game design, as shown in Figure 1, based upon the driving concept of the
game play experience, a consideration of what remains the same when a game
is realized in different ways, and what design elements change in different
implementations of ‘the same’ game. These are the various elements of form
representing the final outcome of design and that shape and constitute the
designed artifact. In this model, game play is at the center since this represents
the core and overall goal of game design, being the design of the space of pos-
sible interactive experiences for players. This may be more or less open, from
restricting the player to very limited possibilities (e.g. in a simple game like
Tic-Tac-Toe) to very open games having a lot of scope for players themselves
to shape their own experiences (e.g. live-action role-playing games, or larps).
In all cases, the scope for players to vary their game play within the constraints
of a particular game system is always at least implicitly a design decision. Of
course, players may use a game system in ways that do not constitute playing
within the system (e.g. a game to see who can throw a computer game CD
into a hat!), but the game design itself includes, implicitly or explicitly, a scope
beyond which play no longer takes place within the designed game. It is the
scope of play intended by designers that drives the design process.
Driven by the target game play, the next priority in game design is the
design of a logical game system and elements needed to support a space of
designed play experiences. Hence the target game play provides a requirement
specification driving design of the logical game system and elements. The logi-
cal game system and elements include:
- game rules that specify legal moves that players may make, the consequences of moves,
win/lose criteria, etc.
- game objects are the things within the game that are referred to by the rules and may
be manipulated by the player and/or game system; objects may be active or passive, and
their specification can include attributes relevant to game play and referred to by the
rules and game system
252 lindley & Sennersten
- a game space, also referred to by the rules and defining a logical space within which play
takes place
- the game system which specifies how all of these elements are orchestrated together to
constitute a complete game; the game system includes procedures for the execution of
game moves and the manipulation of game objects, according to the rules, within the
logical game space, and in terms of the media used to realize a game.
The game system might include media-specific procedures, but the rest of the
logical game system and elements will often be transferable across different
media. For example, sports games specify particular rules, game objects (such
as bats and balls), player roles and a game space (such as courts or fields); how-
ever, there are many computer versions of sports games where these elements
are intact, although the system of play and the nature of the play experience
are different. To the extent that the system and the play experiences differ
across different media, these are examples of different games, but to the extent
that the game rules, objects, player roles and game space are the same, then
they are the same game: the identity of a game follows from the (variable)
scope of elements taken as constituting that identity.
Once the logical game system and elements are specified, it is possible to un-
dertake the design of the game media components. This may include 2D and
3D graphics, animations, video, audio, lighting, costumes, sets or stages, in-
terfaces, technology and infrastructure. For computer games, costumes, sets or
stages are virtual, and the game space may be organised into game levels within
an overall virtual game world. For physically staged games, this will be physi-
cal elements, such as the costumes of larpers or the uniforms of sports players.
Within this layer design techniques from established design fields may be ap-
plied, but always in terms of meeting the gameplay-driven requirements of the
an Innovation-oriented Game Design Meta-Model 253
game system. Hence established methods address the design of media elements,
while game design as such is concerned with the inner core of gameplay and the
design of the logical game elements and system required to facilitate gameplay.
Outside the areas of artifact design, game design also has a bearing upon
the context of play. For example, a board game designed for a context such as
a family home makes assumptions about what is possible within that context
(e.g. a clear table around which six adults may sit); if the context does not ac-
commodate those assumptions (e.g. no room for a larger table) then the context
must be modified if the game is to be played (e.g. other furniture is moved out).
Hence the game design implies or specifies requirements for features within the
context of play, amounting to a degree of context design that may be satisfied
either by selecting a suitable context or modifying a context to render it suitable.
Contextual requirements are well understood for computer games and actively
analysed by the designers of console games. Contextual factors are a signifi-
cant challenge to overcome for the widespread commercialization of some new
game forms, such as augmented reality games or technology enhanced games;
barriers here include cost, an unprepared market, and the need for some kind
of bootstrapping process by which increasing markets can drive costs down. For
this reason, contextual design can have a much greater impact for new game
forms having poorly established or supported context requirements.
design; rather, there is a tradition of right and wrong ways of doing things and
practitioners learn to imitate by practice, the same form being learned over
and over again. Creation involves the repetition of patterns of tradition be-
cause those are the only ones known. There is no particular interest in new or
individual ideas, and there are no written records. Concepts and the language
of self-criticism are too poorly developed within an implicit design culture to
make significant critical discussion possible. A novice learns by very gradual
exposure to the craft, being guided by sanctions, penalties, reinforcing smiles
and frowns, etc. Creation is based upon implicit (unmentioned) and specific
principles of shape; unspoken rules, of high complexity, are not made explicit,
but revealed through the correction of mistakes.
This mode of creation is very typical of longstanding creative practices, such
as those within traditional cultures for building houses or making artifacts of
different kinds. Alexander (ibid.) characterizes the implicit design methods of
an unselfconscious culture as methods that result in highly successful forms,
but only if the rate of change of the functional context of creation is compara-
tively slow. Designs are then adapted to slowly changing contexts by a series
of very small scale changes.
In many ways, at least until very recently, the commercial game indus-
try has shown many of the features of an unselfconscious design culture as
described by Alexander. This is especially the case for games having stable
feature sets, comprising standard design features within game genres such as
strategy games, first-person shooters and role-playing games. Would-be de-
signers of such games have been faced with a bottom-up model of the road
to professional design that begins with hard-core gaming. The gamer might
then move on to modding and scripting as an indicator of commitment and
nascent design talent. The entry point for a would-be designer within a game
company might then be as a tester. After demonstrating some talent for test-
ing, it might be possible to gain a position as a level designer. The career path
then goes from level design to game designer within a team to becoming a lead
designer for new games. All along the way expertise is developed largely by
imitation, trial, correction and experience. There is little innovation involved
within design practices throughout this process and the road to becoming a
fully credible design specialist may take very many years to travel.
This model of breaking into the game industry applies not only to design
roles, but also the development and producing roles (e.g. see http://archive.
gamespy.com/articles/january03/education/day2/). While the model may
work for comparatively stable game genres, it is not suitable under conditions
where design demands/functions are evolving quickly, or when higher levels
of innovation are required, such as when the market is bored with established
forms, when a company or publisher wants to explore uncharted territory,
or to keep up with and take advantage of changing technologies. It is also
unsuitable when the training of designers must be accelerated, e.g. to keep up
with the demands of an expanding industry. It is therefore not surprising that,
especially over the past decade, there has been an increasing development of
self-consciousness in game design.
an Innovation-oriented Game Design Meta-Model 255
studies of game play have investigated emotive issues such as game addiction
(Fischer, 1994; Griffiths & Hunt, 1998; Salguero & Morán, 2002) and cor-
relations between computer game play and violent behavior (Ballard & Weist,
1996; Griffiths, 1999; Anderson, 2004; Smith, Lachlan & Tamborini, 2003).
In order to more fully understand how game play can change players, and to
support much more specifically targeted game design in terms of player affect,
more detailed, fine-grained studies of psychophysiological and neurological re-
sponses to game play are required (e.g. Ravaja et al., 2005; Mathiak & Weber,
2005). The high level context for scientific studies might be regarded as the
question of how player characteristics (personality, aptitudes, motivations) to-
gether with specific design features and play circumstances result in measurable
and identifiable psychological and physiological changes during and perhaps
following game play, where those changes might vary from very temporary
changes to permanent changes. Cognitive, psychophysiological and neurologi-
cal studies of game play hold the potential to reveal the details of cognitive
and emotional processing that lay behind player engagement and immersion
in game play, and unravel the uninformative concept of ‘fun’ into much more
specific factors of motivation, attention and cognitive task performance in re-
lation to different patterns and characteristics of game design features.
Scientific theories of game engagement and affect can provide deeper foun-
dations for designing the rhetorical functions of games. They can also allow
games to be designed for various other targeted effects. For example, games
have been found to function effectively in therapeutical applications, such as
the treatment of phobias (Robillard et al., 2003). A deep understanding of the
effects of game play upon players holds the potential for the design of games
that achieve particular effects of cognitive reprogramming. Of course, there are
ethical considerations in this. However, implicit design or design with limited
self-consciousness holds the danger of achieving these kinds of effects in a com-
pletely unconscious way on the part of designers and players. Articulating a
well-developed science of gaming moves game play effects into the foreground
of consciousness for explicit critical analysis of game functions. This certainly
does not mean that scientific theories of game design should only be used for
third party or rhetorical functions, since those theories can also support more
informed design of the principles and affects of entertainment products.
Basic research, or blue-sky research, is the pursuit of new knowledge without any
assumptions about what it might lead to. This is knowledge for its own sake. In
general (but not always) basic research can be expected to have a long time frame
to the development of clear results, e.g. 10+ years, with even longer times being
an Innovation-oriented Game Design Meta-Model 261
Strategic research is the pursuit of new knowledge that might in principle have
practical applications but without a precise view of the time scale or nature of
the application. Strategic research will generally have a mid- to long-term time
frame to the development of clear results or practical applications, e.g. 5 to 10
years. A project developing non-invasive methods for detecting brain states
might fall into this category.
Within this model of forms of research, long term, basic research asks more
fundamental questions, involves more risk and has potentially very high payoff,
in some cases generating results that totally transform the basic assumptions of a
scientific field. At the other extreme, standard industrial production operates at a
level of highly standardized practice, involves little to no innovation, and incurs
minimum risk. Applying this model to game research shows that potentially
long time scales may be involved (e.g. ten years or more) before more significant
research results are generated and fed into industrial game design practice.
Scientific theories can be understood to include technological research, such
as research within computing and communications technologies. In this case
technological innovations may support new modes of game play. Examples
here are numerous, including games based upon mixed and augmented reality
technologies (eg. Szalavári et al., 1998; Björk et al., 2001; Piekarski & Thomas,
2002; Magerkuth et al., 2003; Magerkuth et al., 2004), and games based upon
modified game play due to the development of artificial intelligence methods
for more effective characterization, dramatic interaction and emergent story
construction (e.g. Cavazza & Charles, 2005; Mateas & Stern, 2002).
have subcultures and processes that have no intrinsic dependency upon or in-
terest in games. However, research within these disciplines may turn to games
as an application area or object of study. In this case the specific methodolo-
gies and knowledge of those fields is applied to various questions arising from
gaming and game design and development. Core game research, however, is
concerned with game form as its first priority. These different areas interact.
Core game research may derive models and principles from applied research
from other disciplines, while those applied disciplines benefit from the deeper
analysis of game form undertaken by core game research. Hence the input
from research into game design may be highly indirect, generating results first-
ly within autonomous discipline areas that are then fed into research applied
to games, which then feeds into the central analysis and articulation of game
form. Also, autonomous research does not need to feed into industrial game
design and development via core game research, but may flow directly into
industrial game development. In fact, all computer games are based upon re-
search in this way, using research results that provided the foundations for the
technologies and communications infrastructure with which computer games
are implemented. At the time of writing, core game research is too young as
an academic field to have had time to have much impact upon industrial game
development, although this is likely to change as the field matures.
- there is a movement away from representation, and away from or to disrupt conven-
tional codes of representation.
- there is a strong focus upon pure form itself (e.g. line, colour, texture, material of the me-
dium), frequently with a concern with the emotional, conscious and/or affective states
induced by form (rather than by any denoted object). In the case of games this means a
focus upon the essential nature of a game, and the relationships between the core game
system and the media used to realise a game.
- a lot of modernist work has sought to answer the fundamental structuralist question:
what is the medium? Since games have a tendency to be trans-medial (i.e. a particular
game may be able to be realised using quite different media, e.g. as a board game, as a
computer game, or as a game staged by people), the reflexive questions may be asked as
to whether games can really be considered to be a medium, what may be gained or lost by
considering them to be a medium, and if they are not a medium, then what are they?
aN INTeGraTeD MeTa-MoDel
The design approaches described above represent an increasing level of ex-
plicitness and self-consciousness about game design, leading to the integrated
266 lindley & Sennersten
Moving from the base to the apex of the pyramid shown on Figure 4 repre-
sents the following tendencies:
- a movement from a focus on the small scale details of a design to higher level abstract
properties of a design.
- a shift of concern from the representational functions of a design toward basic game form.
The representational functions of a design concern the (fictional) world of a game, typi-
cally following from a fictional genre (science fiction, fantasy, etc.). Basic game form con-
cerns game mechanics and modes of interaction. The details of a represented game world
can be modified extensively with no change to the underlying basic form, and vice versa.
an Innovation-oriented Game Design Meta-Model 267
- a decreasing stability of function of the design and increasing role of design per se. For
example, modes of game play may be based upon well established models (e.g. ‘a role-
playing game’, RPG, or ‘a first-person shooter’, FPS) at the bottom of the pyramid, while
at higher levels completely new gameplay modes having unknown value for and effects
upon players may be introduced. Commercialisation of unstable design forms may re-
quire consolidation of their functions into specific variants that can be communicated to
markets and associated with market preferences.
The pyramid from the base to the apex also represents an increasing scope of
novelty and innovation. At the implicit and cookbook levels novelty tends to
be limited to representational content and small-scale details of formal de-
sign. Representational innovation refers to the development of new and novel
types and instances of game stories, scenarios, characters and game objects,
especially as conveyed by graphics and sound design. Small scale details in the
game form itself might include elements such as parameter ranges for the fea-
tures of game characters (e.g. attribute statistics, like strength, intelligence and
dexterity), inventory items (values, damage points), etc.. At the level of design
patterns, novelty may be achieved by new combinations of patterns being re-
alized together within a specific game. At the level of theoretically motivated
design, theoretical motivations may lead to, facilitate or require novel game
mechanics, or mechanics designed to frustrate player expectations in order
to make a specific point or to serve particular rhetorical aims. At the formal
reflexive design level novelty may occur in the most fundamental aspects of a
game design, leading to totally new kinds of games and play experiences, or
even to questioning and redefinition of the players’ understanding of the very
nature of a game.
- the meta-model has been used as the foundation for an advanced game design course
in which students study the various levels of the proposed hierarchy. Within the course,
games are brainstormed and developed to a playable stage and evaluated in a sequence
26 lindley & Sennersten
- the meta-model appears to be understandable to students (although not all levels are in-
itially obvious). Students in the third year of a game development education program
expressed the view that they really would have benefited from having this framework pre-
sented to them much earlier in their studies, since it provides a framework and language for
talking about game design that they had lacked and would have greatly benefited from.
- the higher levels of the design pyramid represent areas that could be developed in end-
less ongoing detail. The framework therefore appears to represent a very convenient
conceptual model for integrating ongoing research and development activities in game
design, game aesthetics and related fields. Within the environment of the authors, the
framework is very appealing as a high level map clearly interrelating the content of un-
dergraduate game education programs and higher-level game research activities.
- the design workshops at the game pattern, theory-driven and modernist levels have re-
sulted in examples of games having relatively high levels of interest and novelty com-
pared with the typical results from game concept workshops in our experience. One
simple example is the formally reflexive computer game Sumo (2005/2006), designed by
Kajfa Tam. Sumo is a two-player game in which each player must place their fingers on
specific keys on the keyboard. They must then try to use their respective hands to push
their opponent’s hand so that at least one finger is pushed off its assigned key, without
stopping pushing down on their own assigned keys. The first person to take a finger off
a key is the loser. Sumo is a very simple game that nevertheless completely violates our
normal expectations about computer game play and interaction.
- in many cases the initial reaction of students to the design assignments based upon the
meta-model has been trepidation if not outright fear of entering design spaces having
few if any exemplified precedents. Despite this, most of the resulting designs are success-
ful in achieving fresh results and often highly entertaining game play.
The meta-model has also been very useful in clarifying our own thinking
about design processes and methods, their interrelationships and the role of
different kinds of research.
CoNCluSIoN
The game design meta-model presented in this chapter is a principled heuris-
tic framework interrelating a variety of design approaches, including implicit
design (by copy), cookbook design methods, taxonomy and ontology-based
game design, theory-driven design and formal reflexive design. The theory-
driven level inspires new game and play concepts based upon technical, scien-
tific and theoretical innovations, while the formal reflexive level represents the
application of contemporary artistic perspectives to games. The meta-model
an Innovation-oriented Game Design Meta-Model 269
provides a clear account of the nature and place of research both for motivat-
ing design decisions and for game design innovation, and provides a founda-
tion that can be used for game education curriculum development integrated
with higher-level research. We do not claim that the model is absolute; for
instance, the boundaries between levels could be drawn differently; they rep-
resent tendencies rather than precisely definable distinctions. However, our
experience indicates that the meta-model is effective in opening up new ways
of thinking about, talking about and practicing game design, leading to fresh
and innovative gameplay concepts.
aCKNowleDGeMeNTS
We express our thanks to Staffan Björk and Jussi Holopainen for holding a
week long game workshop on design patterns for us, and for many fruitful
and interesting discussions about game design patterns and related issues.
refereNCeS
Aarseth, E., Smedstad, S.M. & Sunnanå, L. (2003). A Multi-Dimensional Typology of Games. In M.
Copier & J. Raessens (Eds.): Level Up Digital Games Research Conference 4 - 6 November 2003 Utrecht
University, 48-53. Universiteit Utrecht & DiGRA.
Alexander, C. (1970). Notes on the Synthesis of Form. Cambridge, MA: Harvard University Press.
Anderson, C.A. (2004). An update on the effects of playing violent video games. Journal of Adoles-
cence, 27(1), 113-122.
Ballard, M.E., & Weist, J.R. (1996). Mortal Kombat: The effects of violent video game play on males’
hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717-730.
Barwood, H. (2001). Four of the Four Hundred 2001. Lecture at Game Developers Conference 2001,
San Jose, CA.
Barwood, H. & Falstein N. (2002). More of the 400: Discovering Design Rules. Lecture at Game
Developers Conference 2002, San Jose, CA.
Bateman, C. & Boon, R. (2006). 21st Century Game Design. Charles River Media.
Björk, S. & Holopainen, J. (2005). Patterns in Game Design. Charles River Media.
Björk, S., Falk, J., Hansson, R., & Ljungstrand, P. (2001). Pirates! - Using the Physical World as a
Game Board. In Proceedings, Interact 2001, IFIP TC.13 Conference on Human-Computer Interaction,
July 9-13, Tokyo, Japan, 2001.
Church, D. (1999). Formal Abstract Design Tools. In Gamasutra, July 16, 1999. Retrieved October 17,
2007 from http://www.gamasutra.com/features/19990716/design_tools_01.htm
Caillois, R. (1958). Les jeux et les hommes. English translation by B. Meyer, Man, Play and Games,
1961. Urbana and Chicago: University of Illinois Press.
Cavazza, M. and Charles, M. (2005). Dialog generation in character-based interactive storytelling. In
AAAI First Annual Arificial Intelligence and interactive Digital Entertainment Conference, Marina del
Rey, California, USA.
Fischer, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors,
19(5), 545-553.
Griffiths, M. & Hunt, N. (1998). Dependence on Computer Games by Adolescents. Psychological
Reports, 82, 475-480.
Griffiths, M.D. (1999). Violent video games and aggression: A review of the literature. Aggression and
Violent Behavior, 4, 203-212.
270 lindley & Sennersten
Harth, E. (1999). The Emergence of Art and Language in the Human Brain, Journal of Consciousness
Studies, 6(6-7), 97-115.
Kirk, W.J. (2005). Design Patterns of Successful Role-Playing Games, 9/26/2005 version. Retrieved
October 17, 2007, from http://legendaryquest.netfirms.com/books/Patterns.zip
Klabbers, J.H.G. (2003). The Gaming Landscape: A Taxonomy for Classifying Games and Simulations.
In M. Copier & J. Raessens (Eds.): Level Up Digital Games Research Conference 4 - 6 November 2003
Utrecht University, 54-67. Universiteit Utrecht & DiGRA.
Kreimeier B. (2002). The Case For Game Design Patterns. Gamasutra, December 12, 2002. Retrieved
October 17, 2007, from www.gamasutra.com/features/20020313/kreimeier_01.htm
Lindley, C.A. (2003). Game Taxonomies: A High Level Framework for Game Analysis and Design,
Gamasutra feature article, 3 October 2003. Retrieved October, 17, 2007,
from http://www.gamasutra.com/features/20031003/lindley_01.shtml
Lindley, C.A. (2005). The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and
Design. In Game Studies, 5(1). Retrieved October 17, 2007,
from, http://www.gamestudies.org/0501/lindley/
Magerkuth, C., Engelke, T. & Memisoglu, M. (2004). Augmenting the Virtual Domain with Physical
and Social Elements. In 1. International Conference on Advancements in Computer Entertainment
Technology (ACM ACE 2004), 163-172. Singapore, ACM Press, June 3-5, 2004.
Magerkuth, C., Stenzel, R. and Prante, Th. (2003). STARS - A Ubiquitous Computing Plat-
form for Computer Augmented Tabletop Games. In P. Ljungstrand & J. Brotherton (Eds.): Video
Track and Adjunct Proceedings of the Fifth International Conference on Ubiquitous Computing
(UBICOMP’03), Seattle, Washington, USA, October 12-15, 2003.
Mateas, M. and Stern, A. (2004). Natural Language Understanding in Façade: Surface-text Processing.
In Proceedings, 2nd International Conference on Technologies for Interactive Digital Storytelling and
Entertainment, Darmstadt, Germany, June 24–26.
Mathiak, K., & Weber, R. (2005). fMRI of virtual social behavior: brain signals in virtual reality and
operational environments. In Proceedings of the HCI International 2005. Mahwah, NJ: Erlbaum.
Novak, J. (2005). Game Development Essentials. Thomson Delmar Learning.
Oxland, K. (2004). Gameplay and Design. Addison Wesley.
Piekarski, W. & Thomas, B. (2002). ARQuake: The Outdoor Augmented Reality Gaming System. In
Communications of the ACM, 2002, 45(1), 36-38.
Ravaja N., Saari T., Laarni J., Kallinen K., Salminen M., Holopainen J. & Järvinen A. (2005). The
Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events. Paper presented at
Changing Views: Worlds in Play. International DiGRA Conference, Vancouver, Canada. Retrieved 17
October, 2007, from http://www.gamesconference.org/digra2005/viewabstract.php?id=164
Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR
immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic
virtual environments derived from computer games. CyberPsychology & Behavior, 6, 467-476.
Rollings, A. & Adams, E (2003). Andrew Rollings and Ernest Adams on Game Design. Indianapolis:
New Riders.
Rouse, R. (2005). Game Design Theory and Practice, 2nd edition, Wordware Publishing Inc..
Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. The MIT Press.
Salguero, R.A.T. & Morán, R.M.B. (2002). Measuring problem video game playing in adolescents.
Addiction, 97, (12), 1601-1606.
Small, E.S. (1994). Direct Theory: experimental film/video as major genre. Southern Illinois UP.
Smith, S.L., Lachlan, K. & Tamborini, R. (2003). Popular video games: Quantifying the presentation
of violence and its context. Journal of Broadcasting and Electronic Media, 47(1), 58-76.
Szalavári, Z., Eckstein, E. & Gervautz, M. (1998). Collaborative Gaming in Augmented Reality. In
Proceedings of VRST’98, 195-204. Taipei, Taiwan, November 2-5, 1998.
an Innovation-oriented Game Design Meta-Model 271
GaMeS
US Department of Defence. (2002). America’s Army. (PC)
Persuasive Games. (2004). Howard Dean for Iowa. (PC)
Data Ductus. (2005). Foreign Ground. Swedish National Defence College (PC)
Kajfa Tam. (2005/2006). Sumo. Gotland University College. (PC)
Mark eyles & roger eglin
INTroDuCTIoN
I
n this chapter game play mechanisms are set in the context of full games,
which are in turn set in a wider context of simulated future technologies.
Additionally this methodology is viewed and informed through a critical
realist lens to give an example of an ontological perspective, and a founda-
tion, not only for the way the games operate, but also for the proposed de-
sign research methodology. Prototyping processes that mimic components
of the development process within the games industry are described and
by considering all the differently layered components of research, games
and emergent phenomena a holistic approach to game design research is
proposed.
One of the authors of this chapter spent over twenty years working as a
designer in the computer game industry before moving into academic re-
search and teaching. The other author has wide research experience, includ-
ing research for the games industry, and lectures on research for the creative
technologies. The methodology described here has evolved through both
reflection on game design in the computer games industry, the game de-
velopment process and through a search for an example of a philosophi-
cal basis for viewing game design research. As with design in information
systems projects designing useful artifacts (such as games) is complex due
to the need for creative advances in domain areas in which existing theory
is often insufficient or non-existent (Hevner, 2004). This chapter describes
the way a number of different threads can be merged to form a methodology
that not only offers a flexible way of interrogating game play mechanisms
and computer game design, but also allows researchers to investigate future
game technologies. The types of game discussed in this chapter are computer
games, though it may be that this methodology could be adapted for other
types of game such as board or collectable card games. Video-games (console,
handheld, set-top box and so on) are considered to be types of computer
game. Although they include non-computer game components this method-
ology should also work for pervasive games, such as alternate reality games
(often also known as cross-media games) and locative game types, such as
augmented reality games.
Outlining a Stratified Game Design Research Methodology 273
exPerIeNCING GaMeS
This section considers the fundamental structure of computer game playing. This
is not about different game genres and game play mechanisms but rather is about
what it is to play a game, how this relates to a proposed underlying structure of
reality and human experience. An explicit description is given of how a view of
fundamental strata of reality may be echoed in the process of playing games.
When playing computer games auditory, visual and other information
from the games are received by the senses (sight, hearing and so on). The
physical existence of computer games consists of flows of electrons through
electronic circuits, the glowing of phosphors or liquid crystals on screens and
the electromechanical movements of speakers. Importantly games also com-
prise the inputs from players via controllers of some kind (joypad, keyboard,
mouse, joystick, camera and so on). Each input derived from the result of a
decision by the player. The decision-making occurs in the minds of the play-
ers, based on prior knowledge and the information they have received via
their senses. They use this knowledge and information to create a model of the
computer game in their minds. The physical processes in the brain are part of
this system, though whether these are wholly responsible for the mind is still
open to debate. The mind of the player may be a consequence of (currently
partially undiscovered) mechanical processes (materialistic monism) or may
be wholly separate from the physical world (described as dualism by René
Descartes). Predicting the properties of the mind that emerges from the physi-
cal structures of the brain is not currently possible. Perhaps the differentiation
between the physical brain and mind will be explained eventually by quantum
mechanics (quantum brain dynamics (Globus, 2004)), resulting in an un-
derstanding of processes and structures that remove the need to differentiate
between brain and mind. Consciousness becomes something understood in a
“quantum theoretical framework” (Hagan, Hameroff & Tuszyäski, 2002) or
perhaps, more precisely, quantum computation in cytoskeletal microtubules
(Hagan et al., 2002) and (Hameroff, 2006). However a detailed discussion of
this is beyond the scope of this chapter, suffice that the mind emerges from,
or in, the brain and may be a result of quantum events.
In academic research, and commercial game companies, design of games
is often based on ‘kernels of knowledge’ derived from experience and experi-
mentation. These kernel themes may be extended by means of induction and
abduction by the researcher or designer (Walls et al., 1992; Markus et al., 2002
cited in (Hevner, 2004)). This is analogous to empirical studies which are fre-
quently used by researchers to generate results that can be robustly defended.
The use of empirical studies is fine, but should not be at the exclusion of all
else. Focussing solely on empirical studies is the methodological doctrine of
empiricism, which is a great way to create empirical generalisations, but use-
less at creating explanatory theories. A discipline is only elevated to the status
of a science when it is underpinned by theory. This chapter next discusses the
theoretical underpinning of game design research, drawing on critical realism
as an example of a vehicle to link ontology and game design.
274 eyles & eglin
When discussing anything in the world we are taking a view of the world.
Any knowledge that we have is dependent on this view of the world and
we cannot discuss anything without having a view of the world, whether we
choose to acknowledge it or not. This understanding of a view of the world is
also known as ‘ontology’, the nature of what is. A solid foundation for the cre-
ation of new knowledge can be laid by making our view of the world clear.
Epistemology is the nature of what can be known. If we talk together I
can make sense of what you say, but also accept that you have sense and intel-
ligibility that is separate and independent from mine (we each have our own
view of the world). We might further accept that there is an independent and
separately existing reality. There are viewpoints that do not require this inde-
pendent reality, but the stance we are suggesting does not encompass these. The
different understanding that people have of events, even if they agree there is an
independent reality, makes it clear that an understanding of context is neces-
sary when considering the relevance and authenticity of any information. For
example the statement ‘I think you are really clever’ could be delivered as genu-
ine praise or as a sarcastic comment, with completely the opposite meaning.
To further develop the way in which a particular understanding of the world,
or ontology, can inform research methodology and hence the methods used
we will next use as an example a view of the world known as critical realism.
Founded by Roy Bhaskar, critical realism may be described as a philosophical
or ontological view of the world. At its heart critical realism is a stratified view
of the world in which layers of ‘real’ mechanisms, ‘actual’ events and ‘empiri-
cal’ experiences each sit one upon the other. Roy Bhaskar (1978) states that the
world may be viewed as comprising of structures and mechanisms that com-
bine to create a flux of phenomena that are ‘happenings of the world’ or events.
These events, when manifest, may be identified by people. For example atoms
combine to form molecules whose properties we can observe and measure.
However, studying properties of atoms does not allow us to predict the proper-
ties of molecules; an understanding of the properties of hydrogen and oxygen
does not enable the observer to deduce the properties of water (Sayer, 2000).
The world consists of ‘things’, which are complex objects with ‘tendencies, lia-
bilities and powers’ or properties. These properties may be used to explain the phe-
nomena of the world. New phenomena, entities, structures and so on are generated
from existing material, however this generation is emergent and it is not possible to
deduce or induce them by looking at the properties of this pre-existing material.
As mentioned previously reality may be described as three overlapping do-
mains: the real, actual and empirical, which correspond to mechanisms that
generate events that are perceived as experiences. In this way the monist and
dualistic views of the world are superseded by a view in which the observer may
be part of the world. The brain, including quantum structures, belongs to the
‘real’ which has mechanisms that generate quantum and other electrochemical
‘actual’ events that are perceived as ‘empirical’ experiences (and consciousness).
However, people may imagine experiencing events that allow them to in-
duce, or deduce, mechanisms, which may be either imaginary (i.e. not real) or
real. Ascertaining which mechanisms are imagined and which are known to
Outlining a Stratified Game Design Research Methodology 275
be real requires empirical study, which gives rise to epistemic questions about
the nature of knowledge and how this determines our fundamental under-
standing of the universe we live in.
The experience of different people of the same object in time and space can
vary, for example Kepler watching the rim of the earth drop away while Tycho
Brahe watches the sun rise (Bhaskar, 1998). Events are independent of experi-
ences and the world may contain events both unperceived and unperceivable.
In the approach adopted this stratified view has each layer building on the
previous (Walliman, 2001). Table 1 shows the strata applied to both the world,
the brain and computer games where sets of instructions (program code) create
sensory information (visual, auditory and even tactile) containing cues that are
then interpreted by players to create rich and complex worlds in their minds.
This is evident, for example, in text adventures, where only limited information
on the worlds is provided, yet players are sufficiently involved to play for many
hours as they move through imagined worlds. In games with little or no story,
such as simple puzzle games like Tetris (1986) a set of rules is converted into
graphics that engage the player in a competition with themselves as they make
many decisions a second. The player does not create the same sort of ‘rich and
complex world’ they create when playing an adventure, but does become im-
mersed in their own fast paced endeavour as they compete with the tokens on
screen and try to better their own highest score. The player’s immersion can be
highly emotive and satisfying and may be similar to the flow state described by
Mihaly Csikszentmihalyi. In a flow state the player has an ‘optimal experience’
typified by a high degree of focus and enjoyment (Salen & Zimmerman, 2004).
These behavioural elements must be taken into account when evaluating games
in combination with software engineering aspects of the game, see Figure 1.
Figure 1. Combination of behavioural and engineering aspects to give game design research
276 eyles & eglin
ALL REALITY
REAL
Mechanisms
A vatar ac tion
THE WORLD THE MIND
ACTUAL E M P IR IC A L
Console or Events Experiences
computer
G am e
G am eplay Player
Digital code and assets
Body Mind
A vatar
User Interface:
screen, controller, HUD*
G am e
engaged with
and control
with game
Senses
A vatar inter-
game
A vatar
Inform ation pretation
Inform ation of gam e
Interfac e W orld
M ec hanis m s
W orld
and control
Senses
The player and researcher to the right of the figure each consist of a physical
body and a mind. The player is thinking about the game and has a model of
the game world and avatar in their mind (not necessarily identical to the ac-
tual game, but their interpretation). The researcher is thinking about the game
and the player. Note that the researcher has knowledge of the player’s physical
body, but does not have direct knowledge of the mind of the player. Though
the researcher may build a model of what they think the player’s mind is like
this is not shown due in order to reduce the complexity of the figure.
The player is interacting with the game by sending ‘commands’ via a user
interface and receiving information of the avatar and game world (i.e. screen
images showing the avatar in the game world).
This figure shows how the researcher is firmly incorporated into the process
of research. There is a complete system that, using the language of semiotics,
includes the referent (researcher), the thing or object being talked about (game
and player) and the words used. The adoption of a critical realist standpoint
has placed the referent in the picture (Bhaskar, 2002). However, it is impor-
tant to remember that existence is independent of observation (Sayer, 2000).
Design research methodology has been used for many years, the Design Re-
search Society (Design Research Society , 2005) has been promoting and dissem-
inating design research practices since 1967. Design research is used in a variety
of areas such as education, architecture, graphic design, software development
and engineering. The Stanford Center for Design Research (The Stanford Center
for Design Research, 2005) has been using design research for twenty years in the
field of engineering design. The Journal of Design Research (Journal of Design
Research, 2005) covers many disciplines, including architecture, social sciences
and education. As a result of this wide variety of applications of design research
there are a large number of different varieties of design research. Brenda Laurel’s
2003 Design Research: Methods and Perspectives book gives a good overview of
the different types of design research and contains articles by researchers working
with design research. Nine different approaches to design research are listed, see
table 2, including qualitative design research, quantitative design research, experi-
ential design research and so on (Laurel, 2003). This clearly demonstrates the way
that design research has been modified and used in many different situations.
hypothesis that has resulted from a modification of the previous one. Figure
4 shows this stratified game design research methodology.
DeveloPING GaMeS
The loop at the heart of the game design research process, moving the game
through the different strata (see Figure 4), is similar to design/development
loops frequently used when creating commercial games. Unexpected emer-
gent properties that appear during development may be picked up during
testing and can be included in a game’s features.
22 eyles & eglin
in which the game play is fragmented jolt the player out of the illusory worlds
created – this is self evident to game players (though perhaps research is need-
ed to confirm this). Game design research allows the researcher to directly
experiment with individual game play mechanisms and emergent properties
but in the holistic context of simulations of complete games. The simulation
may appear to be of a full game, even though the players are focussed on one
narrow area of the game. This allows the researcher to investigate some of the
experiences of the players, as they play what they may believe to be a simula-
tion of a full game, not just a simulation of a single game play mechanism.
Game play may be an emergent property, or event, of more than one game
play mechanism that is used by the players. This emergent game play may not
become apparent if the game is reduced and separated too far into its simplest
components and cannot necessarily be derived from the mechanisms. Con-
sequently game design research is not a reductive methodology but supports
a holistic approach, allowing examination at different levels or strata. As pre-
dicted by critical realism, emergent phenomena, entities and structures may
not be predicted by examining properties of the things that generate them.
The design research methodology allows the creation of game designs without
alienating the user, emergent properties or an objective view of the world.
These facets help develop a unified approach to game design.
Game play mechanisms have been set in the context of full games, which
in turn have been set in a wider context of simulated technologies. The wider
context also includes game genres and different gaming platforms. Addition-
ally the methodology has been viewed through a critical realist lens which has
set a perspective, and foundation, not only for the way the games operate,
but also for selecting a design research methodology. The paper prototyping
process described is consistent with components of the development process
within the games industry.
Simulating the whole game system (albeit in a Wizard of Oz fashion with
smoke and mirrors), rather than a single isolated element, allows the research-
er to consider the differently layered components and emergent phenomena
and to take a holistic approach to game design research.
refereNCeS
Bednar, P., Eglin, R. & Welsh, C. (2007). Contextual Inquiry: A systemic approach for supporting
student engagement through reflection. Interdisciplinary Journal of Knowledge and Learning Objects, 3
(10).
Bhaskar, R. (1978). A Realist Theory of Science (Second ed.). Hassocks, Sussex: The Harvester Press
Limited.
Bhaskar, R. (1998). Philosophy and Scientific Realism. In M. Archer, R. Bhaskar, A. Collier, T. Lawson,
& A. Norrie (Eds.): Critical Realism: Essential Readings, 16-47. London: Routledge.
Bhaskar, R. (2002). From Science to Emancipation: Alienation and the Actuality of Enlightenment.
New Delhi, India: Sage Publications India Pvt Ltd.
Design Research Society (n.d.). Retrieved 8 March, 2005,
from http://www.dmu.ac.uk/In/4dd/drs.html
26 eyles & eglin
Dishman, E. (2003). Designing for the New Old. In B. Laurel (Ed.): Design Research: Methods and
Perspectives, 41-48. Cambridge, Massachusetts: The MIT Press.
Globus, G. (2004). Dual mode ontology and its application to the Riemann Hypothesis. In G. Globus,
K. Pribam, & G. Vitiello (Eds.): Brain and Being: At the Boundary Between Science, Philosophy, Lan-
guage and Arts, 89-112. Amsterdam/Philadelphia: John Benjamins Publishing Company.
Grix, J. (2004). The foundations of research. Basingstoke: Palgrave Macmillan.
Hagan, S., Hameroff, S.R. & Tuszynski, J.A. (2002). Quantum computation in brain microtubules:
Decoherence and biological feasibility, 65(6). Retrieved 17 October 2007, from http://arxiv.org/abs/
quant-ph/0005025
Hameroff, S. (2006). Consciousness, Neurobiology and Quantum Mechanics: The Case for a Connec-
tion. In J. A. Tuszynski (Ed.): The Emerging Physics of Consciousness. 193-244 Berlin, Heidelberg &
New York: Springer.
Hevner, A.R., March, S.T., Park, J. & Ram, S. (2004). Design Science in Information Systems Re-
search. In Management Information Systems Quarterly, 28(1), 75-106.
Journal of Design Research (n.d.). Retrieved 8 March, 2005, from http://jdr.tudelft.nl/
Laurel, B. (2003). Design Research: Methods and Perspectives. Cambridge, Massachusetts: The MIT
Press.
Lunenfeld, P. (2003). The Design Cluster. In B. Laurel (Ed.): Design Research: Methods and Perspec-
tives, 10-15. Cambridge, Massachusetts: The MIT Press.
McConnell, S. (1996). Rapid Development: Taming Wild Software Schedules. Redmond, WA: Micro-
soft Press.
Oxford English Dictionary Online: Second Edition (1989). Retrieved 7 September, 2005, from
http://dictionary.oed.com/
Pearce, C. (2003). Into the Labyrinth: Defining Games Research. IGDA Ivory Tower Column. Re-
trieved 17 May 2005 from http://www.igda.org/columns/ivorytower/ivory_May03.php
Salen, K. & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge, Massachu-
setts: The MIT Press.
Sayer, A. (2000). Realism and Social Science. London: Sage Publications Ltd.
Snyder, C. (2003). Paper Prototyping. San Francisco: Elsevier Science.
The Stanford Center for Design Research (2005) [Web Page]. Retrieved 8 March 2005, from
http://www-cdr.stanford.edu/mission.html
Vaishnavi, V. & Kuechler, W. (Eds.) (2004). Design Research in Information Systems. Retrieved 1
February, 2005, from http://www.isworld.org/Researchdesign/drisISworld.htm
Walliman, N. (2001). Your Research Project (First ed.). London: Sage Publications Ltd.
Zimmerman, E. (2003). Play as Research. In B. Laurel (Ed.): Design Research: Methods and Perspec-
tives, 176-184. Cambridge, Massachusetts: The MIT Press.
GaMeS
Pazhitnov, A. & Gerasinov, V. (1986). Tetris. AcademySoft. (PC).
Index
Barakonyi, I. 237 challenges 23, 34, 37, 40, 125, 142, 45, 148,
Barwood, H. 256 168, 170, 172, 183, 188, 206, 211
Bates, B. 143, 149 characters 34, 37-38, 53, 63, 66-7, 73-86,
BattleZone 54 97, 98-100 (see also avatars)
Baudelaire, C. 14 chat 75, 79, 83, 96, 98-101, 102-105
Baudrillard, J. 11 cheats 123-38
Bauer, M. 237 chess 45-6, 63, 69
beat’em-up games (see fighting games) Chinese Checkers (ARG) 238
“becoming-machine” 134 Civilization IV 204-5, 9
Bernardes, J. 232-3 Clippinger, C.A. 172
Bettman, J.R. 187 closures 44, 46-8, 258
Bhaskar, R. 274-5 Coghill, R.C. 173
Bible 133 cognition 32, 34-5, 47, 65-6, 173, 184, 186-
Billinghurst, M. 232 8, 194, 251, 260
Bimber, O. 228-30 cognitive
Björk, S. 50-1, 258 psychology 30-1, 35
Black and White 205 science 29, 55, 58, 262
Bladeships 240 Colin McRae Rally 54
Blythe, M. 182 Command & Conquer 54
board games 52-53, 58, 69, 237-8, 253, 264 communication 10-11, 34, 38-9, 61, 73-4,
body 46, 53-4, 58, 61-2, 67, 69, 73, 171 82-3, 85, 96, 100, 112, 118, 119, 153-
Boonstra, J.J. 158 4, 184, 232, 234-5, 258
Bordwell, D. 65, 100 community 95, 97, 110, 113, 115, 118, 121, 130
Brahe, T. 275 belonging to a .. 168, 170
Branigan, E. 65 of interpretation 197-8, 202
Brave, H. 232 of developers 210, 225
Briggs, R. 114-5 of players 49, 98, 102-5, 107, 120, 167, 194
Broken Sword: The Shadow of the Templars 223 competition 75-8, 81, 163-75, 258, 275
Bronstring, M. 224 physical .. 50, 163, 167-75
Bruegge, B. 237 social .. 39
Burghardt, G. 49 computer game structure (see game structure)
Burnout Revenge 204, 209 Computer Space 60-1
Bushnell, N. 164 configuration 58, 67, 111, 235, 242
Constable, J. 44
Caillois, R. 59, 169-70, 174, 258 consumption 111
Call of Duty 2 61, 63, 68 control 32, 37, 61-3, 134-5, 137-8
CamBall 239-40 aesthetics of .. 124
Camera Kombat 240 and flow 55
CandyLand 238 authorial .. 119, 125-6, 131-2
card games 174, 234, 237, 242, 272 co-operation 39, 78, 96, 142, 168
caricatures 44-6, 50, 52, 55 Correspondences 14-5
cartography 117-118 creative practices 113, 132
Castle of Oulu 77-85 Crazy Taxi 54
Castronova, E. 93, 106 Csikszentmihalyi, M. 26, 37, 55, 147, 178,
cell phones 181, 234, 241 183, 275
Cubitt, S. 118
Index 29
culture 14-6, 52, 58-60, 65-6, 93-106, 115, Elder Scrolls III: Morrowind, The 129
119, 130, 194 Elder Scrolls IV: Oblivion, The 199, 204, 209
fan .. 97, 115, 121 Eliza 217
gaming .. 123, 126 emotions 10, 12, 38, 62-3, 65, 93, 120, 171,
popular .. 29, 121, 265 181-2, 184, 186-8, 218, 260, 264
cyborgs 128, 134, 198 engagement 64, 118, 137-8, 148, 187-8,
260, 275, 277, 279
Dark Age of Camelot 75, 94 Engelke, T. 237
Day of the Tentacle 213, 215, 218 enjoyment 48-9, 55, 76-8, 81-2, 85-6, 95,
Dead or Alive 53 100-1, 103, 105, 124, 129, 143, 167,
Deadline 212, 216-7 170, 181-183, 275
Deadline (novel) 214 Entertainment Software Association 93-4
Derrida, J. 141-2, 144, 149 Ermi, L. 29-31, 34
design ESA (see Entertainment Software Association)
culture 250, 253-6 Eskelinen, M. 60
education 250, 255, 267-8 Eternal Darkness 201, 203, 209
metamodel 250, 251, 253, 264-269 ethnicity 101-2, 93-106
methodology 183, 250-1, 254-5, 268 EVE Online 16
patterns 50, 250, 258, 267-9 everyday
research 272-285 actions 224
desires 38, 58-9, 69, 118, 169, 174 behaviour 50
Deus Ex 54, 123-38 being 44
diegesis 97, 106, 199, 214-5, 219 experience 45, 62, 114
diegetic 195, 199-207, 214-5, 220-1 life 10, 11, 55, 59, 110-21, 134
extra- .. 215, 220-1 practice 110-1
non- .. 195, 199, 200, 203-4, 220 routines 11, 13
Dill, K.E. 171 society 73
direct manipulation 200, 210-1, 215-6, EverQuest 75
218-25, 237 Experientialist cognitive theory 58
discourse 38, 95, 101-2, 111, 124, 125, 131, EyeToy 233, 243
137, 253, 265
analysis 140-160 Fabricatore, C. 183
Dishman, E. 278 Façade 224
Disney, W. 15 Fahrenheit 215, 224
documentary practices 110-21 False Prophets 238
Dovey, J. 134 Fatal Frame 209
duel 53, 163, 169-71, 173 Father Christmas 114-5
Duke Nukem 3D 54 fighting games 47, 53, 127, 211
Dune II 54 Fine, G. 74
Dyer, R. 93, 106 first-person shooter games 35, 36, 38, 54,
209, 126-31, 136, 198, 204, 214, 254,
education 11, 112, 140-60, 186, 250, 255-9, 263, 267
267-9, 278 Fischinger, O. 15
educational games (see learning games) Fiske, J. 121
EIS Simulation 142-3, 158-9 flow 37, 40, 55, 147-8, 182-3, 275-6
Eisenstein, S. 15 Flowers of Evil, The 14
290 Index
Herding Sheep 238 interface 35, 39, 60, 73, 127, 142, 151, 172,
Herodotus 51 188, 191, 192, 193, 195, 196, 201, 204,
Herzog Zwei 54 210-25, 228-42, 258, 261, 275-7, 279,
history of games 50-4, 63, 164, 210-25, 227 284
Hirstein, W. 44-5 gestural 223-4
Hitchhiker’s Guide to the Galaxy, The 218 graphical .. 164, 212, 242
Hobbit, The 219 tangible .. 163-175, 230, 232-3, 236-7,
Homo Ludens 90 240-2
Hogan, P.C. 32-3 textual .. 212, 218
Højbjerg, E. 152 International Karate 53
Holopainen, J. 46-7, 50-1, 258 Invisible Train 239, 240
Howard Dean for Iowa 259 Invisible War 135
Huizinga, J. 27, 59, 90, 169 Ishii, H. 231-2
Human Pacman 253-6
human-computer interaction 183-4, 188, Jakobson, R. 196
191, 193-4, 201, 242, 262 James, W. 115
Janal, M.N. 173
I Ching 51 Järvinen, A. 11
IJsselsteijn, W. 31 Jaworski, B.J. 188
Ico 199, 201, 209 Jenkins, H. 97, 135
identity 12, 49, 74, 100, 102, 104-5, 114, Jennings, H. 110
134, 218-9, 222 Johnson, M. 58, 61-2
device 10, 12 Jørgensen, A.H. 178
IF (see interactive fiction) Jumanji Singapore 237-9
illinx 60 Juul, J. 44, 60, 64, 68
Illumination Light 231
immersion 9, 29-40, 54, 69, 75-6, 80-5, 183, Kameo 199, 209
210, 225, 228, 230, 250, 260, 275 Kanjï Learning 238
ludic .. 36-7 Karate Champ 53
narrative .. 37-8 Kaufman, J. 124-5
perceptual .. 31-2, 34, 40 Kennedy, H. 134
physical .. 229 Kent, S.L. 60
psychological .. 31-3, 39 Kepler, J. 275
social .. 38-9 Kick Ass Kung Fu 240
spatial .. 35-6 King’s Quest 219-20
Indigo Prophecy (see Fahrenheit) Kirk, W.J. 258
indirect manipulation (see direct manipulation) Kiyokawa, K. 236
indoor games 238-40 Klabbers, J.H.G. 257
information systems 207, 212, 272, 279 Klevjer, R. 124
intentional activities 50, 55 Klimmt, C. 170
intentionality 193, 197 Kline, S. 130
interaction cues 191-207 Klinker, G. 237
interactive fiction 211-2, 217 KnightMage 238
Interactive Storytelling (ARG) 240 Koyama, T. 173
interactivity 64-5, 127, 188, 195-6, 198-9, 200 Kreimeier, B. 258
Kuechler, W. 279
292 Index
psychology 48, 115, 182-3 (see also cogni- Russell, J.A. 187-8
tive psychology) Ruttmann, W. 15
Psychology of Everyday Things, The 194 Ryan, M.-L. 29-30, 33, 38
puzzle games 209, 211-2, 275 RV Border Guards 233, 240
PvP (see player vs. player)
Psychonauts 201 Said, E. 100
Salen, K. 44, 59, 74, 123, 131, 178, 192-3
Quake 54, 125-7, 129, 133, 235-6 Sandor, C. 237
SAR (see augmented reality)
race 94, 101-2, 106, 114 Saussure, F. de 193
character’s 76, 114, 256 Schaffer, D.W. 149
racing games 52-4, 202, 204 Schmalstieg, D. 237
RalliSport Challenge 2 202-3, 209 Schubert, T. 32
Ramachandran, V.S. 44-5 Scriabin, A. 15
Randell, B. 124 Second Life 115
Raskar, R. 228-30 Sega Rally 53
realism 141-4, 149, 155-7, 159, 160, 171, 188 self-esteem 168, 170
critical .. 273-5, 277, 279, 283, 285 semiotics 14, 126, 193-4, 196, 201-2, 277
reality tv 11 SENAC AR Hockey 239
real-time strategy games (see strategy games) Senet 52
Regenbrecht, H. 32 Sfard, A. 153-4
Reiff, T. 163-5, 167 Shadow of the Colossus 199, 209
Resnick, M. 149 Shakespeare, W. 114
Riva, G. 31 Shields, R. 118
Robot ARena 239-40 Shneiderman, B. 200, 211, 223
Rodgers, S. 186-7 signs (iconic, indexical, symbolic) 192-4,
Rodriguez, H. 27 201-2, 205
role 73-86 SimCity 48
role-play 74, 77, 81, 84-5 Simpsons, The 112
role-playing games 49, 54, 127-8, 209, 213, Sims, The 210
254, 267, 276 Sims 2, The 203-4, 209
live-action .. 251-2 Sims Online, The 130
Rollings, A. 64 simulation 9, 37, 54, 60-3, 142, 214, 257, 258
Rome: Total War 205 simulation games 53, 127-8, 209,
Rosas, R. 183 single-player 38, 124, 126, 137
Rosencrantz 114 Singletary, B. 237
Rouse, R. 35 situation model 31-40
RTS (see strategy) Small, E.S. 264-5
rules 34, 36, 38, 44, 47, 51-2, 61, 65-7, 93, Slocombe, W. 135
105, 131, 135-7, 164, 166, 169-70, 173, social
188, 191, 202, 243, 251-2, 254-8, 275-6 immersion 38-39
behavioural .. 73, 80 interaction 34, 38-9, 61, 74-9, 82-3, 85,
breaking the .. 124-6 95, 97, 183
of common decency 98-101, 104 space 34, 39-40
semantic and/or syntactic .. 66 structure 154, 34, 39
vs. inspiration 60 socializing (see social interaction)
Index 295
Frans Mäyrä, Ph.D., Professor of Game Studies and Digital Culture at the
Hypermedia Laboratory in the University of Tampere, Finland; Founding
President of DiGRA (Digital Games Research Association).
Randy Pagulayan, Ph.D., User Research Lead for Microsoft Game Studios,
Member of the Games User Research Group since 2000.
29
Nick Yee, Ph.D. Research Assistant at the Virtual Human Interaction Lab,
Stanford University, Member of Research Staff , Palo Alto Research Center,
Palo Alto.