Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/111355
Title: Game studies through ‘Conceptual Games’ : the case of doors
Authors: Gualeni, Stefano
Van de Mosselaer, Nele
Keywords: Conceptual art
Video games
Video games industry
Games
Issue Date: 2023
Publisher: Digital Games Research Association
Citation: Gualeni, S. & Van de Mosselaer, N. (2023). Game Studies Through ‘Conceptual Games’: the Case of Doors. 2023 DiGRA international Conference, Sevilla.
Abstract: Can games be used to communicate theoretical knowledge that is relevant to game studies? Like conceptual works of art, some games are designed to convey intellectually significant ideas in ways that are not exclusively linguistic. Drawing from art theory, we argue that the kinds of ideas one can experience practically and firsthand through ‘conceptual games’ can be of three kinds: socio-political, philosophical, or self-reflexive. Conceptual games that take a self-reflexive stance in particular communicate knowledge about games themselves, about their expressive conventions and their relationships to players’ expectations. While the quality of being self-reflexive does not by itself grant a game the status of a theoretical contribution to game studies, there are self-reflexive games that explicitly address theories and texts in the field. Among the few existing examples of self-reflexive games that were deliberately developed as scholarly contributions to game studies, Doors (the game) (Gualeni & Van de Mosselaer 2021) is discussed and analyzed as a particularly relevant case study.
URI: https://www.um.edu.mt/library/oar/handle/123456789/111355
Appears in Collections:Scholarly Works - InsDG

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