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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 (02/08/2005, 14:59)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Proceedings Article
BibTeX citation key: Jarvinen2005
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Categories: Game Design, Typologies/Taxonomies
Keywords: Ontology
Creators: Järvinen
Publisher: DiGRA (Toronto)
Collection: Changing Views -- Worlds in Play
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Abstract
Is there a way to analyze games by the means of a game? Is there a way to brainstorm game ideas and design solutions through theory? Finnish scholar and game designer Aki Järvinen presents an approach where a card game meets design meets game studies. The approach presented in the paper is similar to Scott McCloud’s Understanding Comics: a theory of comics in the form of a comic book. Respectively, the ‘Gamegame’ is a card game where the players design games by collecting elements that make up a design for a game. This paper introduces the theoretical premises of the case study and situates it into the contexts of game studies and design. In addition, the paper summarises some aspects of the design process and the dilemmas it has presented, and analyses their subsequent solutions. Experiences form play-testing and using the game in industry contexts are also discussed briefly.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes

Nine game elements are defined. Compare with (Zagal et al. 2005). Much of this is based on his earlier work (Järvinen 2003).

Using cards constructed from the 9 elements (actually 10) to design games.



Järvinen, A. 2003, November 4–6, Making and breaking games: A typology of rules. Paper presented at Level Up.
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
Paraphrases
   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

  Added by: Mark Grimshaw-Aagaard
Keywords:   Ontology Organisation
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