Demarcating Games and Play: Empathizing and systematizing as modes of being in the world
Year: 2013
Type: article
Abstract: This paper problematizes the assumption that the essence of ‘game’ and ‘play’ can somehow be distilled into a set of necessary and sufficient conditions for a phenomenon to be demarcated as ‘game’ and ‘play’. This is the notion that it is possible to come up with a definition of the necessary and sufficient conditions that make all games ‘games’, and the necessary and sufficient conditions that makes play ‘play’. This notion has been discussed in literature on game design as well as game analysis (e.g., Huizinga, 1955; Caillois, 1961; Meier, 2000; Koster, 2004; Salen & Zimmerman, 2004; Costikyan, 1994; Crawford, 2003; Juul, 2005; Malaby 2007; Aarseth 2007).
Authors: Nielsen, Rune Kristian, Hammar, Emil
Institution: IT University of Copenhagen
Language: English
Topic: Digital Games and Media
Subfield: Sociology and Political Science
Field: Social Sciences
Domain: Social Sciences
Open Access status: green
OpenAlex ID: W2560766964
