Generic Structures, Generic Experiences: A Cognitive Experientialist Approach to Video Game Analysis
Philosophy and Technology 27 (2):159-175 (2014)
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Abstract |
The article discusses the issue of how to categorize video games—not the medium of video games, but individual video games. As a lead in to this discussion, the article discusses video game specificity and genericity and moves on to genre theory. On the basis of this discussion, a cognitive experientialist genre framework is sketched, which incorporates both general points from genre theory and theories more specific to the video game domain. The framework is illustrated through a brief example. One virtue of the framework is that it offers a way to bridge the gap between game ontology and player experience; a brief conclusion discusses how the breadth of this gap may depend upon player biographies and also outlines how further work may proceed
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Keywords | Video games Genre Experience Cognition Embodiment |
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DOI | 10.1007/s13347-013-0125-8 |
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References found in this work BETA
Philosophical Investigations.Ludwig Josef Johann Wittgenstein - 1953 - New York, NY, USA: Wiley-Blackwell.
Women, Fire and Dangerous Thing: What Catergories Reveal About the Mind.George Lakoff (ed.) - 1987 - University of Chicago Press.
Women, Fire, and Dangerous Things: What Categories Reveal About the Mind.George Lakoff - 1987 - Philosophy and Rhetoric 22 (4):299-302.
Sorting Things Out: Classification and Its Consequences.Geoffrey C. Bowker & Susan Leigh Star - 2001 - Journal of the History of Biology 34 (1):212-214.
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