Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/59531
Title: | The implied designer and the experience of gameworlds |
Authors: | Van de Mosselaer, Nele Gualeni, Stefano |
Keywords: | Implied author (Rhetoric) Games -- Design Games -- Psychological aspects Video games |
Issue Date: | 2020-08-10 |
Publisher: | DiGRA |
Citation: | Van de Mosselaer, N. & Gualeni, S. (2020). The implied designer and the experience of gameworlds. Proceedings of the 2020 DiGRA international Conference. Tampere, Finland. |
Abstract: | As artefacts, gameworlds are designed and developed to fulfil certain functional and creative objectives. Players infer these purposes and aspirations from various aspects of their engagement with games. Based on their socio-cultural background, their sensitivities, gameplay preferences, and game literacy, they construct a subjective interpretation of the intentions of the creators of the game. In analogy to Wayne C. Booth’s notion of the implied author, we will call the figure to which players ascribe those intentions ‘the implied designer’. In this paper, we introduce the notion of the implied (game) designer and present an initial account of the way players ascribe meaning to gameworlds and act within them based on what they perceive to be the intentions of the implied designer of the game. |
URI: | https://www.um.edu.mt/library/oar/handle/123456789/59531 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
The Implied Designer and the Experience of Gameworlds.pdf | Manuscript | 251.86 kB | Adobe PDF | View/Open |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.