TY - GEN
T1 - I fought the law
T2 - 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007
AU - Aarseth, Espen
N1 - Publication details (e.g. title, author(s), publication statuses and dates) are captured on an “AS IS” and “AS AVAILABLE” basis at the time of record harvesting from the data source. Suggestions for further amendments or supplementary information can be sent to [email protected].
PY - 2007
Y1 - 2007
N2 - This paper is an attempt to understand Game Studies through the contested notion of the "player" both inside and outside "the game object" - that is the object that game users perceive and respond to when they play. Building on Hans-Georg Gadamer's notion of games as a subject that "masters the players", the paper will go beyond the traditional split between the social sciences' real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game's human components. Since games are both aesthetic and social phenomena, a theory of the player must combine both social and aesthetic perspectives to be successful. The tension between the humanities and the social sciences over who controls the idea of the player can be found mirrored also in the struggle between the player as individual and the "player function" of the game. Transgressive play, the struggle against the game's ideal player, far from being a marginal, romanticized phenomenon, is the core expression of this struggle. © 2007 Authors & Digital Games Research Association (DiGRA).
AB - This paper is an attempt to understand Game Studies through the contested notion of the "player" both inside and outside "the game object" - that is the object that game users perceive and respond to when they play. Building on Hans-Georg Gadamer's notion of games as a subject that "masters the players", the paper will go beyond the traditional split between the social sciences' real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game's human components. Since games are both aesthetic and social phenomena, a theory of the player must combine both social and aesthetic perspectives to be successful. The tension between the humanities and the social sciences over who controls the idea of the player can be found mirrored also in the struggle between the player as individual and the "player function" of the game. Transgressive play, the struggle against the game's ideal player, far from being a marginal, romanticized phenomenon, is the core expression of this struggle. © 2007 Authors & Digital Games Research Association (DiGRA).
KW - Implied player
KW - Transgressive play
UR - https://www.scopus.com/pages/publications/78049424742
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-78049424742&origin=recordpage
U2 - 10.1057/9781137429704_13
DO - 10.1057/9781137429704_13
M3 - RGC 32 - Refereed conference paper (with host publication)
T3 - 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007
SP - 130
EP - 133
BT - 3rd Digital Games Research Association International Conference: "Situated Play", DiGRA 2007
Y2 - 24 September 2007 through 28 September 2007
ER -