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The Playability of Texts vs. the Readability of Games

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CONTRIBUTORS:
  Author Kücklich, Julian Raul (University of Ulster)
PROCEEDINGS TITLE:
  Level Up. Digital Games Research Conference
YEAR: 2003
PUB TYPE: Conference Paper in Proceedings
PAGES: 100 - 107
SUBJECT(S): Fictionality, reader-response theory, semiotics, possible world theory, playability, computer games, videogames, video games
DISCIPLINE: Literature
HTTP: http://www.gamesconference.org
LANGUAGE: English
PUB ID: 103-401-779 (Last edited on 2004/04/20 10:32:29 GMT-6)
SPONSOR(S):
 
ABSTRACT:
Playful interaction occurs not only in games, but in literary texts as well. One cannot describe what takes place between author, text, and reader more accurately than by calling it a game. Games, on the other hand, cannot be reduced to playthings, but must be considered as cultural objects that are being read and interpreted. One does not, however, read solely for the plot. This is why a purely narratological analysis of both digital and analog games is bound to fail. Many games create a fictional world to be inhabited and explored by the players. In this respect, games are similar to literary texts, and a philological approach to games is therefore primarily justified because of their fictionality, rather than their narrative qualities. This is my starting point in an exploration of different models of ‘playability’, and how they can be used to understand the ‘readability’ of games.
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