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.
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](http://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright (c) 2009 Gonzalo Frasca, Ph. D.