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Rules of Videogames and Controls in Digital Societies

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Videogame Sciences and Arts (VJ 2019)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1164))

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Abstract

Rules in games are one of the most significant aspects to characterize games, and they allow players to temporarily live in a virtual world, which is separated from the real world. The author questions how the implication of rules in games has been altered based on the transformation of their formsĀ from analog to digital. Furthermore, this paper analyzes rules and controls in contemporary technological societies by focusing on how video games are constructed as well as how contemporary game players experience them in the digital space.

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Notes

  1. 1.

    Dutch historian Johan Huizinga coined the term the ā€œmagic circleā€ in Homo Ludens: A Study of the Play-Element in Culture (1938). He wrote: ā€œAll play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of courseā€¦. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and function play-grounds, i.e., forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apartā€.

  2. 2.

    ā€œHe (Huizinga) argues for a direct connection to be made between play and culture, that play is not simply something that exists within culture, but on the contrary that culture arises in and through playā€ Galloway (2010), p. 20.

  3. 3.

    Galloway (2001), p. 12.

  4. 4.

    Robert W. Williams explains, ā€œā€œdividualā€ā€”a physically embodied human subject that is endlessly divisible and reducible to data representations via the modern technologies of control, like computer-based systems.ā€ Williams, R. W. (2005). Politics and Self in the Age of Digital Re(pro)ducibility. Retrieved from http://www.uta.edu/huma/agger/fastcapitalism/1_1/williams.html Issue 1.1.

  5. 5.

    Galloway notes, ā€œIf photographs are images, and films are moving images, then video games are actions.ā€ Galloway (2010), p. 2.

  6. 6.

    Salen and Zimmerman discuss the relationship of game and play in Rules of games (2010).

  7. 7.

    Davis (2013), p. 62.

  8. 8.

    Marc Prenskyā€™s Digital Game-Based Learning, quoted in Salen and Zimmerman (2010), Chapter 11, p. 4.

  9. 9.

    Parlett (1999), ā€œā€˜Every game has its rules,ā€™ says Huizinga in Homo Ludens. But we may go further, and say, ā€˜Every game is its rules,ā€™ for they are what define it.ā€

  10. 10.

    Salen and Zimmerman (2010), Chapter 11, pp. 4ā€“5.

  11. 11.

    Huizinga quoted by Salen and Zimmerman (2010), Chapter 9, p. 3.

  12. 12.

    Salen and Zimmerman (2010) discuss Transformative play, Chapter 22, p. 5. Additionally, see Walter (2003).

  13. 13.

    For example, the list of moves in Street Fighter II shows button combinations for different actions. http://streetfighter.wikia.com/wiki/List_of_moves_in_Street_Fighter_II.

  14. 14.

    Chun (2013).

  15. 15.

    Dunnigan (2010), p. xii.

  16. 16.

    Galloway (2010), p. 21.

  17. 17.

    Galloway (2010), pp. 87ā€“88.

  18. 18.

    Galloway (2001), p. 7.

  19. 19.

    Bogost (2015), p. 184.

  20. 20.

    Chun (2013).

  21. 21.

    Galloway (2010), Chapter 3 - Social realism.

References

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  • Galloway, A.R.: Protocol, or, How Control Exists after Decentralization. The MIT Press, Cambridge (2001)

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  • Davis, M.D., Morgenstern, O.: Game Theory: A Nontechnical Introduction. Dover, Mineola (2013)

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  • Parlett, D.: The Oxford History of Board Games. Oxford University Press, Oxford (1999)

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  • Bogost, I.: How to Talk about Videogames. University of Minnesota Press, Minneapolis (2015)

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  • Chun, W.H.: Programmed Visions: Software and Memory. MIT Press, Cambridge (2013)

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  • Walther, B.K.: Playing and Gaming. Game Studies, vol. 3 (2003). http://www.gamestudies.org/0301/walther/

  • Dunnigan, J.F.: Wargames Handbook: How to Play and Design Commercial and Professional Wargames. Writers Club, San Jose (2010)

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Correspondence to Su Hyun Nam .

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Nam, S.H. (2019). Rules of Videogames and Controls in Digital Societies. In: Zagalo, N., Veloso, A., Costa, L., Mealha, Ɠ. (eds) Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science, vol 1164. Springer, Cham. https://doi.org/10.1007/978-3-030-37983-4_4

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  • DOI: https://doi.org/10.1007/978-3-030-37983-4_4

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