Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/45518
Title: How to reference a digital game
Authors: Gualeni, Stefano
Fassone, Riccardo
Linderoth, Jonas
Keywords: Video games
Bibliographical citations
Games -- Study and teaching
Authorship
Issue Date: 2019-08-09
Publisher: DiGRA
Citation: Gualeni, S., Fassone, R., & Linderoth, J. (2019). How to reference a digital game. DiGRA 2019 - the Digital Games Research Organization Conference. Kyoto, Japan.
Abstract: The question of what constitutes a game as a social object is famously problematic. The alleged impossibility of formulating a complete analytical definition for what constitutes a game is perhaps the most evident symptom of that difficulty. One expression of this problem that has been entirely overlooked by academia is the scholarly practice of referencing games. This paper addresses game referencing as a practice that is implicated with- and constitutive for- the ways in which we conceptualize and assign cultural value to games. Focusing on the conceptual framing of games, on game authorship, and on the historical dimensions of both, we will discuss referencing games as an act that is inevitably political. On these premises, we will provide foundational guidelines for thinking about one’s decisions concerning referencing and about the meaning and relevance of those decisions.
URI: https://www.um.edu.mt/library/oar/handle/123456789/45518
Appears in Collections:Scholarly Works - InsDG

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