Zobrazit minimální záznam

dc.contributor.authorVan de Mosselaer, Nele
dc.contributor.authorGualeni, Stefano
dc.date.accessioned2023-09-25T14:57:23Z
dc.date.available2023-09-25T14:57:23Z
dc.date.issued2023-03-15
dc.identifier.urihttp://hdl.handle.net/20.500.11956/183938
dc.description.abstractAs artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the figure to which players ascribe these intentions ‘the implied designer’. In this article, we introduce the notion of the implied designer and present an initial account of how appreciators ascribe meaning to interactive, fictional gameworlds and act within them based on what they perceive to be the designer’s intentions.en
dc.language.isoen
dc.publisherUniverzita Karlova, Filozofická fakultacs
dc.publisherHelsinki University Pressen
dc.rightsThis is an open-access article distributed under the terms of theCreative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.en
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.source.urihttps://estetikajournal.org
dc.subjectdigital gamesen
dc.subjectimplied authoren
dc.subjectimplied designeren
dc.subjectintentionalismen
dc.subjecthermeneuticsen
dc.titleThe Implied Designer of Digital Gamesen
dc.typeVědecký článekcs
uk.abstract.enAs artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the figure to which players ascribe these intentions ‘the implied designer’. In this article, we introduce the notion of the implied designer and present an initial account of how appreciators ascribe meaning to interactive, fictional gameworlds and act within them based on what they perceive to be the designer’s intentions.en
dc.publisher.publicationPlaceHelsinkien
dc.publisher.publicationPlacePrahacs
uk.internal-typeuk_publication
dc.identifier.doi10.33134/eeja.303
dc.description.startPage71
dc.description.endPage89
dcterms.isPartOf.nameEstetika: The European Journal of Aestheticsen
dcterms.isPartOf.journalYear2023
dcterms.isPartOf.journalVolume2023
dcterms.isPartOf.journalIssue1
dcterms.isPartOf.eissn2571-0915


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Zobrazit minimální záznam

This is an open-access article distributed under the terms of theCreative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use,
distribution, and reproduction in any medium, provided the original author and source are credited.
Kromě případů, kde je uvedeno jinak, licence tohoto záznamu je This is an open-access article distributed under the terms of theCreative Commons Attribution 4.0 International License (CC-BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

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