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Järvinen, A. 2005, June 16–20. Theory as game: Designing the gamegame. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 02/08/2005, 14:59
Nine game elements grouped into 3 classes:

  1. Systemic elements

    • goals
    • components
    • procedures
    • environments

  2. Behavioural elements

    • players
    • contexts

  3. Compound elements

    • rules
    • game mechanics
    • theme
    • interface

Knakkergaard, M. (2016). Unsound sound: On the ontology of sound in the digital age. Leonardo Music Journal, 26, 64–67.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 01/11/2017, 06:44
Talking of digital 'sound', the "digital material", comparing it to natural sound that is formed by the laws of physics: "for what is this otherworldly form in which the [digital] material occurs, that makes it possible to readily evade the laws of physics . . .?"  
"The digital bit is not in the world in the true sense [they] are organized in arrays that consist solely of the simplest possible difference: something or nothing."  
Using Heidegger, he describes the uncovering of nature made possible by technology, a process driven by humans: the uncovering is ordered and, in its ordering, "is co-shaping our concept and understanding of what is uncovered and ordered [there is a ] formatting that the exercise of any technique applies to what is uncovered and made available."  
"The assembly is manifested in enframing form, but is it the real as standing reserve the enframing uncovers? Hardly, as the possible "un-covering" seems petrified in the metaphorical tables that define and delimit actions in the digital domain."
Sartre, J.-P. (1957). Being and nothingness: An essay on phenomenological ontology. H. E. Barnes, Trans. London: Methuen.   
Added by: Mark Grimshaw-Aagaard 06/08/2025, 11:46
Stephenson, J. (2025). Continuous discontinuities: More-than-human temporalities in Jean-Luc Nancy’s Sonic Ontology. KronoScope, 24(2), 240–256.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 16/11/2025, 03:03
Zagal, J. P., Mateas, M., Fernández-Vara, C., Hochhalter, B., & Lichti, N. 2005, June 16–20. Towards an ontological language for game analysis. Paper presented at Changing Views -- Worlds in Play, Toronto.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 28/03/2006, 11:20
There are five elements at the top level of the ontology:

  1. Interface: "mapping between the embodied reactions of the player and the manipulation of game entities"
  2. Rules: constraints and possibilities. Gamplay and Gameworld (define the virtual world's physics for example) rules.
  3. Goals: "define success in the game". Short-term or long-term goals.
  4. Entities: "objects within the game that the player manages, modifies or interacts with at some level"
  5. Entity Manipulation: "encompasses the alteration of the game mode either by the player or by in-game entities". Some entities have abilities (permanent or temporary) while others are static. Entities may also have attributes (properties). An ability is consciously actioned by a player while an attribute occurs or exists automatically.
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