The Implied Designer of Digital Games
dc.contributor.author | Van de Mosselaer, Nele | |
dc.contributor.author | Gualeni, Stefano | |
dc.date.accessioned | 2023-09-25T14:57:23Z | |
dc.date.available | 2023-09-25T14:57:23Z | |
dc.date.issued | 2023-03-15 | |
dc.identifier.uri | http://hdl.handle.net/20.500.11956/183938 | |
dc.description.abstract | As 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.iso | en | |
dc.publisher | Univerzita Karlova, Filozofická fakulta | cs |
dc.publisher | Helsinki University Press | en |
dc.rights | 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. | en |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
dc.source.uri | https://estetikajournal.org | |
dc.subject | digital games | en |
dc.subject | implied author | en |
dc.subject | implied designer | en |
dc.subject | intentionalism | en |
dc.subject | hermeneutics | en |
dc.title | The Implied Designer of Digital Games | en |
dc.type | Vědecký článek | cs |
uk.abstract.en | As 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.publicationPlace | Helsinki | en |
dc.publisher.publicationPlace | Praha | cs |
uk.internal-type | uk_publication | |
dc.identifier.doi | 10.33134/eeja.303 | |
dc.description.startPage | 71 | |
dc.description.endPage | 89 | |
dcterms.isPartOf.name | Estetika: The European Journal of Aesthetics | en |
dcterms.isPartOf.journalYear | 2023 | |
dcterms.isPartOf.journalVolume | 2023 | |
dcterms.isPartOf.journalIssue | 1 | |
dcterms.isPartOf.eissn | 2571-0915 |
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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.