Games, video games and creating meaning. An introduction
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Keywords

ludología
juegos
videojuegos
significado
mundo del juego
reglas de juego
dinámica de juego ludology
games
videogames
meaning
game world
rules of play
game dynamics

How to Cite

Frasca, G. (2022). Games, video games and creating meaning. An introduction. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(7), 37–44. https://doi.org/10.12795/comunicacion.2009.v01.i07.03
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Abstract

This paper introduces the field of play and creation of meaning, in this case by manipulating toys and games. From Ludology, we offer a three dimensional model on how games can convey ideas: through the ‘playworld’, the ‘game mechanics’ and the ‘playformance’. Using these three variables, we analyze several games and show how they communicate concepts and ideas.

https://doi.org/10.12795/comunicacion.2009.v01.i07.03
PDF (Español (España))

References

ANÓNIMO (1939): “El Plan de los Aliados”. Museo del Juguete de Cataluña. (1939). La Reconquista de España. Museo del Juguete de Cataluña.

AARSETH, Espen (1997): Cybertext. Perspectives on Ergodic Literature. Baltimore, The John Hopkins University Press.

FRASCA, Gonzalo (2007): Play the message. Play, Game and Videogame Rhetoric. Copenhagen, IT University of Copenhagen.

GIBSON, James J. (1966): The Senses Considered as Perceptual Systems. Westport, Greenwood Press.

VIDEOJUEGOS CITADOS

DMA Design / Rockstar (2001): Grand Theft Auto III. Rockstar Games

Id Software (1993): Doom. Id Software.

Konami (2002): Dance Dance Revolution. Konami.

Newsgaming / Gonzalo Frasca (2003): September 12th. Newsgaming

Nintendo (2006): Wii Sports. Nintendo

Nintendo (2008): Mario Kart Wii. Nintendo

Zipper Interactive (2002): SOCOM: U.S. NAVY SEALS. Sony Computer Entertainment

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2009 Gonzalo Frasca, Ph. D.

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