(In Digital Gameplay)
- "Interactive" has been drained of meaning
- Lowest common denominator definition: "interactivity as a medium's ability to facilitate response" -> tautological, all media are interactive by this definition, old and new
- Digital games are less interactive than non-digital games (fixed rules)
- Games as emblematic of media generally
- Alternative concept: play/playability (also very broad)
- Play as both a mode of interaction and an attitude
- Play as a system that distinguishes between play and non-play (as well as players and non-players)
- Play emerges from tension or friction between different systems (interesting notion!)
- Playing with the rules of a game is outside of the game, but within the realm of play more generally
- Play actions denote/stand in for non-play actions
- Permeable boundaries, crossover between play and "seriousness"
- Tensions in play: constrained freedom; secure creativity; active passivity; voluntary dependence (Silverstone)
- Playability is as much about the player as about the game
- Playability helps understand, identify, model games based on different modalities, pleasures, formal characteristics including openness/closure, freedom/rules, in control/out of control
- Importance of the ambiguity of play
Showing posts with label Kücklich. Show all posts
Showing posts with label Kücklich. Show all posts
August 03, 2010
Julian Kücklich, "From Interactivity to Playability: Why Digital Games are not Interactive"
Subscribe to:
Posts (Atom)