Context Matters!
Transcription
Context Matters!
nap new academic press Mitgutsch | Huber | Wagner | Wimmer | Rosenstingl (Eds.) Context Matters! Exploring and Reframing Games in Context Proceedings of the 7 th Vienna Games Conference FROG 2013 Bibliografische Information der Deutschen Nationalbibliothek Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.d-nb.de abrufbar. Printed in Austria Alle Rechte, insbesondere das Recht der Vervielfältigung und Verbreitung sowie der Übersetzung, vorbehalten. Kein Teil des Werkes darf in irgendeiner Form (durch Fotokopie, Mikrofilm oder ein anderes Verfahren) ohne schriftliche Genehmigung des Verlages reproduziert oder unter Verwendung elektronischer Systeme gespeichert, verarbeitet, vervielfältigt oder verbreitet werden. © 2013 by new academic press og A-1160 Wien http://www.newacademicpress.at ISBN978-3-7003-1864-4 Covergestaltung: Alex Schepelmann Covermotiv: matchstick / sxc Satz: Peter Sachartschenko Druck: CPI buch bücher.de Konstantin Mitgutsch, Simon Huber, Jeffrey Wimmer, Michael G. Wagner and Herbert Rosenstingl (Ed.) (2013): Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context 5 Table of Content Konstantin Mitgutsch, Simon Huber, Jeffrey Wimmer, Michael Wagner and Herbert Rosenstingl Context matters! Exploring and reframing games and play in context – an introduction . . . . . . . . . . . . . . . . . . . . . . 9 NARRATIVE AND IMMERSIVE CONTEXTS Jonas Linderoth Superheroes, Greek gods and sport stars: Ecological empowerment as a ludo-narratological construct . . . . . . . . . . . . . . 17 Diane Carr Bodies, augmentation and disability in Dead Space and Deus Ex: Human Revolutions . . . . . . . . . . . . . . . . . . . . . . . . . .31 Danny Langhoff Nielsen, Henrik Schoenau-Fog In the mood for horror. A game design approach on investigating absorbing player experiences in horror games . . . . . . . . . . . . . . . . . . . . . . 42 Marta Fernández, Simon Niedenthal, Manuel Armenteros The sense of lighting inside game worlds. Myth and meaning in gameplay and game mechanics. . . . . . . . . . . . .57 CONTEXTUALIZING PLAYFUL CONTEXT Simon Huber Huizingas circles. How to put modern game culture into historical context? . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 Mathias Fuchs Foul play in context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Tobias Scholz Does context matter? Conceptualizing relational contextualization . . . . 89 Jonathan Church Constructing a neoliberal archive: Spreadable media, video games, and a culture of history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 USER-GENERATED CONTEXT David Myers Authorial intent and video games . . . . . . . . . . . . . . . . . . . . . . . 110 Pilar Lacasa, María Ruth García-Pernía, Sara Cortés Gómez From gamers to game designers: Looking for new adolescent literacies . . . . . . . . . . . . . . . . . . . . . . . . . . 121 6 Héctor Puente Bienvenido, Marta Fernández Ruiz User generated content: A situated production of video walkthroughts on Youtube . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Gerhild Bauer, Daniel Martinek, Simone Kriglstein, Günter Wallner, Rebecca Wölfle Digital game-based learning with “Internet Hero” A game about the internet for children aged 9–12 years . . . . . . . . . . 148 PLAYFUL ENVIRONMENTS IN CONTEXT Jeremiah Diephuis, Michael Lankes, Wolfgang Hochleitner Another brick in the (fifth) wall: Reflections on creating a co-located multiplayer game for a large display . . . . . . . . . . . . . . . . . . . . . 162 Lizzy Bleumers Capturing context: Mobile and pervasive game-play in participatory sensing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Martin Knöll, Tim Dutz, Sandro Hardy, Stefan Göbel Active design – how the built environment matters to mobile games for health . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Eszter Tóth, Alenka Poplin Cooperative learning games – a successful tool for promoting children’s participation in urban planning? . . . . . . . . . . . 194 Nina Grünberger, Clemens Fessler Play between cable car and couch . . . . . . . . . . . . . . . . . . . . . . 209 Reflections on the importance of the environments of gameplay through Böhme’s atmosphere concept . . . . . . . . . . . . . . 209 MEANINGFUL CONTEXT Maresa Bertolo, Ilaria Mariani Meaningful play: learning, best practices and reflections through games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Maike Groen Exclusion and inclusion of women in e-sport and the example of StarCraft: Wings of liberty . . . . . . . . . . . . . . . . . 235 Sébastien Hock-Koon, Iris Rukshin Princesses and princes in video games: A preliminary survey on audience reception . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241 Table of Content 7 APPLIED PLAY IN CONTEXT Judith Ackermann Appropriating game rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 247 Sébastien Hock-Koon Learning with video games: Identifying sources of uncertainty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Katharina Mittlböck Mentalization and the reflective functioning of playing. The psychological concept of mentalization and its potentialities for personality development in the possibility space of drpgs or, what can we gain from babies’ playful interactions for our understanding of the act of playing? . . . . . . . . 270 Enrico Gandolfi The playing diorama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 PLAY IN ARTISTIC CONTEXT Fares Kayali, Naemi Luckner, Ruth Mateus-Berr, Peter Purgathofer Game design and artistic expression . . . . . . . . . . . . . . . . . . . . . 288 Veli-Matti Karhulahti Videogame as avant-garde: Secluded rhematic expression . . . . . . . . 301 Jens M. Stober, Steffen P. Walz, Jussi Holopainen Hacking as a playful strategy for designing artistic games . . . . . . . . . 308 Ilaria De Lorenzo Milan, Italy The game of dancing a fairy tale . . . . . . . . . . . . . . . . . . . . . . . 322 Abstracts of the Conference Vienna games conference poster presentation: Abstracts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328 Vienna games conference game presentation: Abstracts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337 Author Information Biographies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344 9 Konstantin Mitgutsch, Vienna, Austria Simon Huber, Vienna, Austria Jeffrey Wimmer, Ilmenau, Germany Michael Wagner, Philadelphia, USA Herbert Rosenstingl, Vienna, Austria Context matters! Exploring and reframing games and play in context – an introduction The activity of play is situated within different contextual constraints. Games contextualize the way we play and, vice versa, our play recontextualizes the rules and goals of games, our culture, society and history. The context of play matters and influences the impact games have on players and player communities. The study of context, that frames play, raises the following questions: How can we understand the contextual characteristic of play? What forms of contexts and frames matter and why? What are constructive or problematic contexts of play? How can we study context and what methods appear appropriate to examine it? What context does game design and development establish? What is the contextual impact of technology on games and play? What media forms contextualize our play and how are they converging? These were the question international scholars, designers and were tracing at the 7th Vienna Games Conference, “Future and Reality of Gaming 2013” (FROG13) in September 2013 in Vienna. Vienna’s annual Games Conference FROG13, offers an open international platform for leading game studies researchers and scholars, game designers, researchers and scholars from various other fields, education professionals, and gamers from around the world. The main objective of FROG13 was to explore how “Context Matters” in regard to questions of player communities, challenging or problematic play settings, game theory and development, impact of games, and cultural facets of play. The proceedings collects 28 contributions from FROG presenters and abstracts of poster and game presentations. Why context matters Games and gaming constitute an incredibly complex phenomenon of mediated communication that is based on a global, multilayer, and mostly only virtual game culture. An observation of the contexts of game and play, especially in terms of their different characteristics and dimensions, will allow us to better un- 10 derstand these complex processes, although we still know very little about the highly diverse gaming genres and cultures. In order to grasp the different contexts of game and play, we recommend considering the ideas of Mäyrä (2008). He claims that game studies should focus on the interaction between game and gamer and on the context resulting from this (similar to Juul 2005; Taylor 2006). According to Crawford and Rutter (2006, 149f.), we can almost speak of a “contextualist turn” in game studies: Digital games are seen here as “cultural artifacts which are given value, meaning and position through their production and use”. The insight that digital games always relate to different forms of context is emphasized by King and Krzywinska (2006, 38): “Gameplay does not exist in a vacuum, any more then games do as a whole. It is situated instead, within a matrix of potential meaning-creating frameworks. These can operate both at a local level, in the specific associations generated by a particular episode of gameplay and in the context of broader social, cultural and ideological resonances.” Supporting this insight of the complex connections between game reality and societal reality, Hand and Moore (2006, 180) point out that game experience and game context are inextricably linked: „Digital gaming may be seen as both embedded within existing sociocultural frameworks (as “cultural artifacts”), and as enabling novel articulations of community and identity to emerge (as forms of “culture”). Digital gaming represents a distinct cultural form which at once problematizes current understandings of community and identity, and allows us to explore emerging patterns of community and identity formation.“ To understand the different dimensions of context it helps to imagine them as mostly mediated processes of articulation of a specific media culture, which is historically, temporally and spatially rooted and contextualised (see in general Hepp 2008). Based on this Wimmer (2012) distinguishes five specifics contexts of game and play, which are of course strong interrelated: • The context of (Re)Production of and within digital games which describes the structures, methods, and processes of creating games and play, especially amongst others and not confined to the gaming industry and consequently the field of game development and design. • The context of Representation refers to the illustration of different topics in media products. In digital games, this process usually depicts, for example, violence or gender roles in games, their attributed meaning by gamers, and also the portrayal of games and game cultures in public discourse and mass media. • The context of Regulation covers the influence of non-producing institutions and formations (e.g., politics) on a media culture. In the case of digital games, this involves the e.g. legal regulation of game content or the determination of age limits for the protection of minors. • The context of Appropriation describes the process of actively embracing me- Introduction 11 dia in everyday life. A good example is the development of game-specific norms and rules within certain gaming communities, such as clans. • The context of Identification refers to the (continuous) process of constituting identity based on communicated patterns and discourses. The level is observable, for example, when a gamer wears certain garments or use a special lingo in order to show a specific scene membership or wants to distinguish him-/ herself from non-gamers. Structure of the book The following chapters of this volume cover a wide array of topics relating to the questions of context described above. The contributing authors depict a diverse, well documented, but still under-researched image of how context matters. The book is organized along seven themes tackling the relations between games, players and context: Narrative context and immersion First of all, we tackle those issues that appear to be related to the content of games: stories, genres, symbols and other narrative elements that enrich play-experiences but are also turned to matters of context by arguing that game designers are actually accessing cultural archives and meta-texts to create immersive, fictionalized experiences. Jonas Linderoth presents the concept of “Ecological Empowerment as a Ludo-narratological Construct”, that displays preferably the stories of superheroes, Greek gods and sport stars while empowering the gamer in the game worlds and in the game mechanics. Diane Carr is focussing not only on empowerment but on “Augmentation and Disability” mediated through Bodies in Dead Space and Deus Ex: Human Revolutions. She responds to the need of developing an understanding of player embodiment beyond standardized physicality, and therefore discusses links between interpretation, lived experiences, corporeality and representations with reference to disability literature. A designer’s perspective is taken up by Danny Langhoff Nielsen and Henrik Schoenau-Fog, who are “In the Mood for Horror.” Their investigation of absorbing player experiences is genre specific and primarily based on focus group interviews and questionnaires. It establishes a framework to explain three main causes of continuation desire: Narrative, freedom and victimizing. Marta Fernández, Simon Niedenthal, Manuel Armenteros spotlight “The Sense of Lighting” itself inside game worlds as a matter of visual culture’s history. They specifically assess the points of convergence and divergence between lighting in games and other media. Myth and meaning are not an extra, but rather contribute to gameplay and game mechanics. 12 Contextualising playful contexts Context can also be analyzed in regards to its own history and his own spaciality that are naturally wildly entangled and intersected. Especially while playing we are creating frames, in which meanings are shifting. Computers changed the way, these contexts are set up; they changed the way, we think about it and changed our ways of playing, cheating, acting at all by virtualized all these experiences. Therefore it is necessary to contextualize these playful contexts. Simon Huber wants to know, how to put modern game culture into historical context? Therefore he looks at “Huizingas Circles”, which are themselves situated in a historical context and are still influential until nowadays, although some misunderstandings have to be dealt with to grasp the uniqueness of digital gaming. Mathias Fuchs sets “Foul Play in Context”. Thus he explores practices, which are at first glance not playful at all. But they may be still conceived as a way of creating a particular form of the ludic experience. Spoilsports and cardsharps are switching constantly the systems of reference in a playful manner. This seems to increase complexity and variety, so Tobias Scholz questions the assumption, whether context matters at all. With “Conceptualizing Relational Contextualization” he proposes an adjustment based on the “auteur theory”. In combination with the complexity theory, he claims the possibility to derive a relational context that focus on the connections between the various context-factors rather than the context-factor itself. Jonathan Church watches spreadable media and video games at work while “Constructing a Neoliberal Archive” that forms a certain culture of history. Games gain a greater paratextual sense of temporal persistence by being turned into cultural artefacts as a focus of user interest, reference, critique, and memory. User-generated context The third subsection presents articles that show how the line blurs between producers and consumers in digital contexts. Users are not only producing in preset ways, but they are as well establishing infrastructures and communities and appropriating tools and platforms to exchange knowledge and content. David Myers is questioning the possibilities of transmitting certain messages through interactive media in general. His paper “Authorial Intent and Video Games” is looking for ways of conceding author and designer contexts to discuss how authorial intent might affect video game meanings, with focused reference to the interactive qualities of digital media. Pilar Lacasa, María Ruth García-Pernía and Sara Cortés Gómez are looking for new adolescent literacies and declare it to be an educational program to switch “From Gamers to Game Designers”. Their main goal is to analyze the experiences of adolescents when designing video games in an innovative learning environment based on the concept of partici- Introduction 13 patory culture. User generated content is not easily classified, neither as information, nor as expression as Héctor Puente Bienvenido together with Marta Fernández Ruiz can show in their analysis “Situated Production of Video Walkthroughs on YouTube”. It addresses how these instrumental videos are becoming more and more expressive media and subsequently cultural manifestations where different texts and media converge. But with chances come risks: Last but not least Gerhild Bauer, Daniel Martinek, Simone Kriglstein, Günter Wallner and Rebecca Wölfle try to convey these new requirements that come with digital contexts to minors. They designed “Internet Hero. A game about the Internet for children aged 9-12 years”, that aims at increasing the digital literacy of children and preparing them to safely navigate the internet. It teaches in a child-friendly way to be consciously aware of the potential dangers of hyperlinks, online forms and phishing-mails to protect them from exploitation. Playful environments in context The fourth section assembles research that explores design-related, locationbased and environmental challenges of playing and creating games. Thereby questions related to co-located, multiplayer, mobile and urban gaming are tackled. The first paper in the section “Playful Environments in Context” focuses on the game Limelight that was developed for co-located play in an exhibition space with a very large display. Under the title “Another Brick in the (Fifth) Wall: Reflections on Creating a Co-located Multiplayer Game for a Large Display” the authors Jeremiah Diephuis, Michael Lankes and Wolfgang Hochleitner utilize the concept of the fifth wall to designate the game design dependencies that separate the experience of individual players. In the following chapter Lizzy Bleumers explores the phenomena of participatory sensing, in which people participate in data gathering and analysis of their surroundings through the use of mobile devices and web services. In her analysis “Capturing Context: Mobile and Pervasive Game-Play in Participatory Sensing” she examines 10 games and considers their mutual alignment and their relationship with participatory sensing. Martin Knöll, Tim Dutz, Sandro Hardy and Stefan Göbel follow the question “How the built environment matters to mobile games for health” in their chapter “Active Design”. Their article points to the limited research that focuses on the complex relationship between mobile games, a players’ health and wellbeing, and the (urban) environment in which many of these games are being played. In the fourth paper of this subsection Eszter Tóth and Alenka Poplin introduce in the field of urban design. Their chapter “Cooperative Learning Games – a Successful Tool for Promoting Children’s Participation in Urban Planning?” highlights a case study and explores the questions whether cooperative games are appropriate tools to raise the interest and motivation of children and youth in participating in 14 urban planning. Nina Grünberger and Clemens Fessler close the section with their chapter “Play Between Cable Car and Couch. Reflections on the Importance of the Environments of Gameplay Through Böhme‘s Atmosphere Concept.“ The authors examine on a theoretical level how the atmosphere surrounding the game impacts the gameplay experience. Meaningful context The subsection “Meaningful Context” connects chapters that explore meaningful play, gender and emancipation of players and designers. The first paper by Maresa Bertolo and Ilaria Mariani focuses on question related to “Meaningful Play” and how “Learning, Best Practices and Reflections Through Games” can be facilitated in game design projects. Thereby five design projects dealing with social innovation, socio-cultural and cross-cultural issues are outlined. How crucial an open discourse about gender stereotypes and new forms of meaningful play can be, is highlighted by Maike Groen. In her paper she explores the phenomena of “Exclusion and Inclusion of Women in E-Sport and the Example of StarCraft: Wings of Liberty”. A similar gender-related aspect, but from a different perspective is outlined by Sébastien Hock-Koon and Iris Rukshin in their chapter on “Princesses and Princes in Video Games”. The authors provide insight into a “preliminary survey on audience reception” of the princes’ presentation in video games. Applied play in context The sixth subsection “Applied Play in Context” focuses on how different theoretical concepts can be applied to play and how vice versa play and game theory can be applied to educational, cultural and theoretical models. In the first chapter Judith Ackermann investigates different spheres, in which “Appropriating Game Rules” take place and how rules are being negotiated and performed depending on the individual appropriation state. A different question in regards to “Learning with Video Games” is the topic of Sébastien Hock-Koon’s chapter. He identifies “Sources of Uncertainty” in the theoretical understanding of learning with games and highlights the video games’ properties that are creating uncertainty. The phenomena of “Mentalization and the Reflective Functioning of Playing” are explored in Katharina Mittlböck’s contribution. Her aim is to outline why and in which way Digital Role-Playing Games provide an advantageous possibility space for Mentalization and in which way high level Mentalization abilities contribute to personality development. In the final paper of this section Enrico Gandolfi proposes his concept of “The playing diorama”. In his process-oriented Introduction 15 framework he intends to connect the micro and the macro context of the ludic experience on a theoretical, philosophical and empirical level. Play in artistic context The final subsection assembles four chapters that connect the context of art, design, technology and play. The chapter “Game Design and Artistic Expression” by Fares Kayali, Naemi Luckner, Ruth Mateus-Berr and Peter Purgathofer opens the section “Play in Artistic Conext”. The authors follow the question what the role of constraints and freedom in designing art games might be. In the following chapter Veli-Matti Karhulahti “Videogame as Avant-garde” proposes that single player videogames are in conflict with the institution of art. He argues that by the players “Secluded Rhematic Expression” the players’ expressive activity cannot avoid becoming art itself. In the third chapter Jens M Stober, Steffen P Walz and Jussi Holopainen introduce “Hacking as a Playful Strategy for Designing Artistic Games”. The authors trace the history of hacking as a design strategy for artistic games and look for creative strategies contained within the act of hacking itself. The final chapter by Ilaria De Lorenzo explores the artistic and playful language of dance. In her paper “The Game of Dancing a Fairy Tale” the author examines how the context of playing, with its language, rules and meanings, approaches the context of dance. Acknowledgement The exploration of the context of gaming would not have been possible without the help of many passionate colleagues and friends that helped organizing the Vienna Games Conference in FROG13. We want to thank the other members of the FROG Program Comittee: Jason Begy (Concordia University); Jennifer Berger (University of Vienna); Mia Consalvo (Concordia University); Clara Fernández-Vara (The Trope Tank, Massachusetts Institute of Technology); Henrik Schønau Fog (Aalborg University Copenhagen); Fares Kayali (University of Applied Arts Vienna); Christoph Klimmt (Hanover University of Music, Drama, and Media); Nikolaus König; Jonas Linderoth (University of Gothenburg); Konstantin Mitgutsch (MIT Game Lab; Massachusetts Institute of Technology); Scot Osterweil (Education Arcade); Alexander Pfeiffer (Danube University Krems); Alenka Poplin (HafenCity University Hamburg); Doris Rush (DePaul University); Steve Schirra (MIT Game Lab, Massachusetts Institute of Technology); Abe Stein (MIT Game Lab, Massachusetts Institute of Technology) and Jaroslav Švelch (University in Prague). Furthermore we express thanks to Organisational Team of the FROG13 for their kind support. Finally, we want to thank all 16 our authors, the FROG presenters, the MIT Game Lab, the City of Vienna, Paul Pitzer from wienXtra and Dr. Harald Knill from new academic press for exploring the context of gaming with us. Our special thanks go to the Federal Ministry of Economy, Family and Youth for the financial and professional support, which made the FROG13 and this published proceedings possible. Bibliography Crawford, G., & Rutter, J. (2006) Digital games and cultural studies. In J. Bryce & J. Rutter (Eds.), Understanding digital games (pp. 148–165). London: Sage. Hand, M., & Moore, K. (2006) Community, identity and digital games. In J. Bryce & J. Rutter (Eds.), Understanding digital games (pp. 241–266). London: Sage. Hepp, A. (2008) Translocal media cultures: Networks of the media and globalisation. In A. Hepp, F. Krotz, S. Moores, & C. Winter (Eds.), Connectivity, networks and flows. Conceptualizing contemporary communications (pp. 33–58). Cresskill: Hampton Press. Juul, J. (2005) Half-real. Video games between real rules and fictional worlds. Cambridge, MA: MIT Press. King, G., & Krzywinska, T. (2006) Tomb raiders and space invaders. Videogame forms and contexts. London: Tauris. Mäyrä, F. (2008) An introduction to game studies. Games in culture. London: Sage. Taylor, T. L. (2006) Play between worlds. Exploring online game culture. Cambridge, MA: MIT Press. Wimmer, J. (2012) Digital game culture(s) as prototype(s) of mediatization and commercialization of society. In J. Fromme & A. Unger (Eds.), Computer games/players/game cultures: A handbook on the state and perspectives of digital game studies (pp. 524–540). Berlin: Springer. 17 Jonas Linderoth Gothenburg, Sweden Superheroes, Greek gods and sport stars: Ecological empowerment as a ludo-narratological construct Abstract This chapter presents an analysis of ecological empowerment as a theme in digital game narratives. Since game mechanics often are designed so that players gain more powerful ways of interacting with a game environment (improved abilities) it is argued games are particularly good at telling stories about characters who can perceive and utilize spectacular affordances. Games do not only tell the story of ecological empowerment, they do in fact empower the player in the game world. This analysis thus shows that games can be seen as a specific context for storytelling and thus explain why some themes and narrative elements seem to be overrepresented in games. Introduction Digital games were in the late 1990s predicted to bring about new possibilities for storytelling. Concepts like immersion and interactivity were floating in a discourse of what possibilities the future held. The contemporary games of that time were not recognized as instances of the new storytelling medium; they were merely signs about what was about to come. Here we are, almost 20-years later, and no James Joyce of digital games has yet come around and the game industry embraces pubertal fantasies and considers “bullet time,” i.e., the ability to kill enemies in slow motion, an innovation of the medium. If games in some rare cases have developed new forms for storytelling, they certainly have not contributed to developing new and previously unseen narratives. As players become older, the demand for more profound game stories and player characters is increasing. Some game journalists are criticizing games for being variants of the same simplified story and embracing stereotypical character portraits. Even though there are attempts to create games that tell somewhat more complex and mature stories, these are seldom perceived as being a part of game culture. As Kirkpatrick (2012) states: 18 Jonas Linderoth When game scholars and others speculate about games becoming art or being an art-form, they express frustration at the way that games discourse falters here, unable to produce truly autonomous discussion of games that clarifies their value independent of considerations like their usefulness to educators. In this paper I suggest that one explanation why games to such a large degree lean upon specific settings and narrative elements is because specific game mechanics provides a context that is suitable for certain stories. The game and the theme park ride – digital games as composite How can we understand the experience of playing digital games? Should games be seen as related to books and movies or are they better understood in relation to sports and non-digital games? In this paper I start with the assumption that the artefacts that we label digital games are composites of many different formats. If we use another kind of designed experience as a metaphor for approaching games, the idea of composites might become clearer. By asking what kind of experience a thematic ride, such as a ghost train or a dinosaur roller coaster is, we might uncover structural elements that can tell us something about digital games. The combination of visual artwork, narrated stories, sound effects, lighting, props, projected movies and animatronics seems to suggest that the best concept would be to call it a multimedia experience. Yet the concept of multimedia would fail to acknowledge that an important part of the whole experience comes from the fast locomotion of traversing from point to point during the attraction. A part that can be carefully designed to furnish the whole experience, like having a mechanical motion activated monster appear directly after a sharp turn, have steep hills to raise the tension before a scare and increases the speed towards the end of the ride. While it of course would be possible to study the ride’s different media or the layout of the track in its own accord, a full understanding of the theme park ride as a cultural format would have to acknowledge how these elements are designed together and how the deliberate sequencing of occurrences, which in nature can be rather different, facilitates the specific experience of the theme park ride. Such an analysis would also uncover some properties of thematic rides in amusement parks as a format, i.e., it is likely that the structure of sitting in a cart that for some minutes moves along a rail has characteristics that makes it specifically suitable for certain themes and genres. The academic study of games has emerged into a field of its own that is sometimes referred to as game studies. To some degree this field was formulated out of what later was to be called the ludology vs. narratology dispute (Eskelinen, 2001; Frasca, 2003; Murray, 2005; Pearce, 2005). This dispute was a struggle about which cultural form that was to be given priority when studying digital games. It Superheroes, Greek gods and sport stars 19 boiled down to the question of whether fiction or rules/game mechanics was the appropriate starting point and if digital games could be placed in the same family of cultural objects as books and movies or if they were more related to non-digital play and game practices such as classic games, tabletop role-playing games, war games, etc. ( Juul, 2003, 2005). To use the ghost train as a metaphor, one can say that while some scholars wanted to focus on the artwork of the animatronics, the visual genre of the props and the narrated story in the speakers (i.e., the equivalent to fiction in a game), other scholars wanted to focus on the design and layout of the track (i.e., the game mechanics). The debate was also entangled in attempts to create appropriate game definitions ( Juul, 2003; Salen & Zimmerman, 2004). These definitions were based on things-ontologies (Säljö, 2009), i.e., they were made to tease out the “true” characteristics of games. While this dispute had a function in shaping the game studies field, it also became a blinder that made it hard to see digital games as something multifaceted. Aarseth (2012) has argued that since digital software can contain many different forms of content, the artefacts we label digital games can be seen as composites of many cultural forms such as graphic novels, movies, written stories and a multitude of different game designs. In the same ‘game’ title we are encouraged to engage ourselves in different activities related to rather diverse cultural practices. We can easily think of one ‘game’ containing strategic and perceptual challenges similar to board games and puzzles, senso-motorical challenges similar to dexterity games and sports, character design activities resembling playing with dolls, construction activities resembling playing with building blocks, reading texts with a story arc, watching movies, listening to narrators, etc. Aarseth (2012) points out that the study of digital games lacks: “a detailed, robust understanding of the various ways computer software have been used to combine elements from narratives and games into a number of quite different ludo-narratological constructs” (p. 129). In this paper I follow Aarseth’s (2012) straightforward idea that digital games can be seen as composites. I thus use a methodology that focuses on how the “track” of the game, its game mechanics, structures, experience of the props, projected images and animatronics: its fiction. I will investigate a specific ludonarratological structure where a family of game mechanics called “improved abilities” (Björk & Holopainen, 2004) fits the narrative theme of superpowers. Taking departure from the theory of ecological psychology (Gibson, 1986; Gibson & Pick, 2000; Reed, 1996), I will claim that this specific structure is successful due to the fact that digital games are capable of representing the fundamental human dream of becoming empowered at the same time as they present the player with a very concrete case of ecological empowerment. This is a design that offers gamers an enjoyable illusion of learning (Linderoth, 2012). In other words, in the context of digital games, the game mechanics called improved abilities actually gives the player superpowers. 20 Jonas Linderoth Improved abilities – a family of game mechanics By improved abilities I here refer to a family of game mechanics that makes the actions of the player become more likely to succeed or give the player access to new ways of interacting with a game environment (cf. Björk & Holopainen, 2004, p. 174). Sometimes these mechanics are called character development in order to stress the fact that it is the character and not the player that develops. This concept can, however, easily be confused with the character arc and the change of a character’s personality over the course of a story. I find improved abilities a better concept here, since it makes it easier to see that these game mechanics can be present even without the representation of a person. If you gain a faster car in a racing game or can create stronger battle units like tanks and artillery in a war game, these are instances of improved abilities. A typical case of improved abilities is when a game unit becomes harder to defeat by gaining more so-called hit-points or when it gains a benefit by increasing how much damage it can do on other units. Here we find game mechanics such as levelling, upgrading gear and building up skill trees. Improved abilities are associated with the roleplaying genre where one of the core mechanics is about empowering the player’s character. However, this design seems to be so successful that it can be found in a number of other genres as well. When used in other game genres, players sometimes talk about games with “RPG-elements” (see, for example, TV Tropes, 2013). There is no doubt that these mechanics are important aspects of many successful games. Out of the 10 highest rated PC-games for 2012, eight have one or more game mechanics that can be classified as improved abilities (see Table 1). Placing on metacritic Game title Contains IA mechanics Metacritic score Also on top 10 PS3 Also on top 10 Xbox 1 Dishonored Yes 91 9th - 2 Mark of the Ninja Yes 91 - 5th 3 NBA 2K13 Yes 90 7th - 4 Guild Wars 2 Yes 90 - - 5 The walking dead* No 89 1st 2nd 6 Borderlands 2 Yes 89 4th 8th 7 XCOM Yes 89 8th 6th 8 Mass Effect 3 Yes 89 2nd 1st 9 Super Hexagon No 88 - - 10 Far Cry 3 Yes 88 5th 3rd Table 1: Presence of improved abilities mechanics in the 10 highest rated PC-games on metacritic 2012. * The walking dead was sold both as episodes and as a full game; the full game was placed 5th and an episode was placed 6th. In this table, I only account for the full game. Superheroes, Greek gods and sport stars 21 In the case of multiplayer games, improved abilities can create what is called positional asymmetry (Elias, Garfield & Gutschera, 2012, p. 92) that is different conditions for different players. One player can thus gain an edge over other players by having a more empowered avatar. When a game is designed so that the player has to constantly increase her/his abilities in order to keep up with other players, the game has a characteristic that Björk and Holopainen (2005) call the red queen dilemma, i.e., just like the red queen in Alice in Wonderland (Carroll, 2008), the player must run in order to stand still (cf. Linderoth, 2009). In the case of single-player games, these mechanics initiate another game characteristic, a reversed learning curve where games are harder in the beginning, before the system of improved abilities has started to progress (cf. Alistair, 2013, April 21). Improved abilities are thus about making a task become easier by other means than increasing the skill of the player. The structure is not by any means unique to digital games. Any sport where the equipment is essential will display a similar characteristic (for instance sports like Formula 1 where the properties of the car are essential to the performance of the driver, cf. Linderoth, 2013). In relation to the theory of ecological psychology, any game mechanics that allow the player to perform better can be conceptualized as a “tool” that becomes an extension of our bodies and provides us with new action possibilities, i.e., new affordances. As a set of game mechanics, improved abilities can thus be argued to be an instance of a very basic condition of life, the use of tools in order to overcome the challenges of our environment. Ecological empowerment and improved abilities Ecological psychology is mainly a theory of visual perception, but its way of understanding how vision functions is so radical that it entails a full ontology. The theory thus challenges the rationalistic view on learning, interaction and information. It rejects the ideas about mental schemata and an information-processing mind from cognitive psychology. Learning and perception are seen as processes of differentiating and making distinctions and not like in traditional cognitive psychology a process of enriching. Perception is not a process where stimuli are added to a mental representation; it is about becoming attuned to our environment (our surroundings) by making distinctions about what possibilities and limitations we have for action, in this theory called affordances (Gibson & Pick, 2000). The concept of affordance was coined in James and Eleanor Gibson’s work (Gibson, 1986; Gibson & Pick, 2000). The original meaning of the concept was that an environment offers an animal (humans are considered one animal in this theory) different ways of acting. These possibilities for actions are called affordances, and they are relative to the bodily constitution of the animal, i.e., it is rel- 22 Jonas Linderoth ative to the actor and thus not an objective property but neither a subjective projection of meaning. Learning, according to this theory, is to become attuned to perceive what the environment affords and develops skills to efficiently utilize these affordances. Learning to perceive specific affordances is called perceptual learning and is fundamental for our existence. While some affordances are easily acted upon if we just are able to perceive them, others demand a great deal of training. As Gibson and Pick (2000) point out: Humans, at least, must learn to use affordances. Some affordances may be easily learned: others may require much exploration, practice, and time. […] Further development of expertise may involve learning to realize affordances unavailable to non-experts. A three-inch-wide beam affords performing back flips for a gymnast, but the affordance is not realizable by others; rock climbers learn to use certain terrains for support that do not appear to others to provide a surface of support. (pp. 16-17) However, training is just one way to gain new possible ways of acting with our surroundings. We can shortcut training by using tools. Tools are extensions of our bodies that empower us to do things we could not do without them (Gibson, 1986). A snorkel opens up the affordance of breathing under water. Using a ladder enables us to traverse horizontally and move to elevated spots without being trained rock climbers. Improved abilities = ecological empowerment Any digital game (that is played on a screen) has a function that enables the player to interact with it. This function is often an extension of the player’s agency and creates an embodied link into the game realm, typically a controller that is linked to an avatar in the game (cf. Wilhelmsson, 2001, 2006). From the perspective of ecological psychology, avatars are the tools that give us agency to interact with a digital game. Thus our performance will partly be dependent upon the quality of the tool. To use a rather crude metaphor, the difference in performance between two World of Warcraft (Blizzard, 2004) players that have avatars of different levels can be like the difference in performance between two people cutting down a tree: one with an axe, the other one with a chainsaw. Many games systematically provide the players with better tools over the course of the game. There are numerous different ways of designing how the player gains new tools, as a reward for skill, as compensation for being unskilled, by just waiting in real time or even paying for it (cf. Linderoth, 2009). One typical design in the genre of role-playing games is that the player can upgrade the abilities on the avatar as Superheroes, Greek gods and sport stars 23 a reward for rather simple, chore-like tasks in the game that in itself seldom demands any skill of the gamer (like finding and collecting 10 herbs or killing 15 boars), a game characteristic sometimes referred to as “grinding.” One specific kind of improved abilities is that which aids the player in discovering the affordances of the game environment. In order to make the differentiation of information easier, some digital games highlight the things that are important to perceive in order to overcome the game’s challenges (cf. Linderoth, 2012). Examples of this design are games with a so-called vision mode, a function that alters the game’s interface so that the important affordances for game progression is highlighted. This design thus shortcuts the differentiation process of visual perception. Instead of learning to make rather specific fine-tuned distinctions from rich and complex information sources, the game flattens out the available information so that the player only has to distinguish between the bright glowing objects they can interact with from the background. Games are thus capable of empowering the player in two ways. They can provide the player with superior tools for a task and thereby increase the player’s performances. They can also alter the interface so that the player easily can perceive the information that is important in order to perform well. The success of these designs is likely to come from the sensation of effortless progression. These games let us gain the sensation of having developed skills and knowledge without having to invest time and effort to actually learn anything. The haunted house ride metaphor can now be used to pose a question. In some theme park rides, the track’s layout facilitates a sensation of excitement. This structure lends itself very well to some visual and narrative elements that enhance the feeling of excitement. It is hard to imagine a fast and action filled ride based on Pride and Prejudice (Austen, 1966), other than as a deliberate attempt to create a contrast effect. Themes such as space aliens, classical horror, dinosaurs, sunken underwater cities, and ancient tombs, on other hand, are suitable themes if the goal of the design is to create the thrill that comes from an illusion of danger and horror. The question then is what kind of themes, narrative elements, character portraits and settings lend themselves to the game mechanics called improved abilities? Which stories enhance the sensation of ecological empowerment? Stories of ecological empowerment If we follow the theory of ecological psychology, becoming able to perceive and use more and richer affordances is a fundamental living condition for all animals. Thus it is not so strange that characters with extraordinary powers seem to be an almost universal and timeless theme in stories. One of the main characteristics of mythology is that the characters are super- 24 Jonas Linderoth natural beings with extensive powers to interact with the world. Many mythological characters have embodied powers, for example, the super strength of Hercules, Zeus and Odin’s shape-shifting ability and Achilles as well as Baldur’s invulnerability to physical damage (Cotterell, 2003). Mythological stories are also filled with examples of powers that come from items, typically enchanted weapons. Examples would be Thor’s hammer, Poseidon’s trident and Odin’s spear. The Greek hero Perseus who was able to defeat the Gorgon Medusa, thanks to Hades’ helmet of invisibility and Hermes’ winged sandals are clear examples of stories where empowerment is gained with artifacts. There are also examples of how companions to the heroes empower them: Odin’s eight-legged horse Sleipnir and Pegasus, the winged stallion ridden by the hero Bellerophon (Cotterell, 2003). These are all themes that in different variants occur in numerous stories. One example from the fantasy genre that manifests all these versions of ecological empowerment would be Gandalf (Tolkien, 1974). Gandalf has modest embodied powers like creating light and telepathically talking to animals; he wields the magical sword Glamdring and rides both the excellent mount Shadowfax and the giant eagle Gwaihir the Windlord. In other genres such as agent stories and science fiction, technology can also be a source of ecological empowerment. The powers that in mythology and fantasy come from the supernatural and magical sources can just as well come from science and technology. James Bond’s gadgets as well as vehicles are variants of the theme of ecological empowerment that come from technology (see for example Fox Home Entertainment, 2013). Superior weapons are also important ingredients in the modern techno-thriller: for example, novels by authors such as Tom Clancy and Michael Crichton. It should be noted that stories about embodied powers do not necessarily encompass supernatural themes. The martial artist and the survival specialist are examples of protagonists who are empowered due to extreme training. In some cases embodied powers can come from science and the manipulation of the body: for example, the performance enhancing drugs in Robert Ludlum’s books and movies about Jason Bourne (see for example Universal Studios Home Entertainment, 2012). All these variants of the theme of ecological empowerment have their most obvious contemporary manifestation in the superhero genre. The character galleries of superhero universes are very close to the various pantheons found in different mythologies. In fact, both the DC-comic and the Marvel Universe have incorporated classical mythological gods as superheroes. Superheroes display a wide range of powerful abilities: telepathic powers, shape-shifting, flying, extreme strength and agility, etc. We have embodied superpowers coming both from supernatural sources as in the case of Superman, as well as from the extremely well-trained martial artist and acrobat in Batman (Snider, 2011). There are also numerous superpowers tied to artifacts such as the Green Lantern’s ring Superheroes, Greek gods and sport stars 25 (ibid.) or the Iron Man’s suit (Dougall, 2009). The mounts of mythological gods are in the superhero version replaced with vehicles, for example, the Batmobile (Snider, 2011), Wonder Woman’s (ibid.) invisible plane and the Silver Surfer’s surfboard (Dougall, 2009). In terms of ecological psychology these abilities are all variations of a single theme, that of having affordances that supersede human limitations and our interaction possibilities. Other animals and the affordances they can utilize is here a rich source for inventing variations of the ecologically empowered character, Spiderman being the perhaps most obvious example (ibid.). From the perspective of ecological psychology, one can identify a special kind of empowerment that has to do with the perception of affordances. Some fictional characters have the power of an extremely fine-tuned perceptual system for picking up information. In the superhero genre some examples would be: Daredevil, the blind superhero with so accurate other senses that he navigates perfectly even in the dark, Spiderman’s intuition (Dougall, 2009), i.e., the Spider’s sense and the Superman’s X-ray vision (Snider, 2011). Here we also have the great detectives in fiction: Mrs Marple (2013), Hercule Poirot (2013) and of course Sherlock Holmes (2013), all of whom have extremely accurate senses for picking up clues. Ecological empowerment and improved abilities (EEIA) as a ludo-narratological construct While the theme of ecological empowerment can be found in many forms of fiction, it is a theme that fits the format of digital games well. Digital games do not only represent ecological empowerment through the story-arc of the protagonist, they also present the player with a very concrete case of ecological empowerment. This means that there is a game mechanical structure that “fits” the story of the empowered protagonist. The typical example of this ludo-narratological structure can be found in roleplaying games such as The elder scrolls V: Skyrim (Bethesda, 2011), where the protagonist gains experience and has a character arc of ecological empowerment through learning, often in combination with empowerment through artefacts, typically gear. At the same time the game engine will increase the statistical probability of the player succeeding in overcoming the challenges in the game. The elder scrolls V: Skyrim starts off with a player-created character that is sentenced to death. In the main plot of the game, the protagonist learns that s/he is a chosen so-called Dragonborn, destined to defeat an ancient dragon. Over the course of the game, the player character becomes more powerful and is recognized as a hero. Another, somewhat surprising genre that has this structure is sport games 26 Jonas Linderoth where the player goes through a career and gains experience. For example, in NBA 2K13 (Visual Concepts, 2012) points are allocated that increase how easy it is to block, run or shoot with the basket-player. In F1 2011 (Codemasters, 2011), the player-created character will be offered to drive for different stables. Starting with one of the smaller stables, it is almost impossible to beat the drivers from McLaren or Ferrari. After one or two seasons, one gets an opportunity to drive for these stables and thus is able to drive a superior vehicle in the game. In action games, increased abilities are typically tied to a structure of finding or unlocking new and more powerful weapons and armour. Action games have come to borrow a great deal from role-playing games. These games used to only have improved abilities tied to the gear that the player unlocked. However, the genre has started to use mechanics such as experience point and skill trees. In the 2013 Tomb Raider (Crystal Dynamics, 2013), the protagonist Lara Croft goes from being a research assistant on an archaeological expedition that stumbles into an adventure to a full-fledged tomb raider that on her own accord seeks out danger. The game uses a skill-point system for gaining new abilities and a salvage-point system through which Lara’s gear can be upgraded. Another example of an action game with the EEIA structure is the superhero game inFamous (Sony Computer Entertainment, 2009). In this game the protagonist Cole MacGrath goes from being a bike messenger to an electricity-wielding superhero or super villain depending on the player’s choice. The game has an unlocking system where main quests and side quests open up new abilities. These abilities can be upgraded through an experience-point system. Special cases of improved abilities are those that give the player better information, i.e., aids the player in perceiving the affordances for game progression. As stated above, this is a special case of ecological empowerment typified by Sherlock Holmes’ extreme ability to perceive details. One example of a digital game with this kind of upgrade is Deus Ex: Human Revolution (Square Enix, 2011). The story is set in a cyberpunk world and evolves around moral questions tied to augmentation technology and upgrades implemented in the human body. In the game the protagonist uses these upgrades in order to become more powerful. While many upgrades follow classical conventions in digital games, making the avatar stronger and faster, etc., it is also possible to upgrade the games’ radar to show a larger area and display the enemy's cones of vision. Information that is extremely helpful for the player utilizes stealth as a strategy in the game. Another example of this kind of improved information abilities can be found in the game Crysis 2 (Crytec, 2011). It should be pointed out that the EEIA ludo-narratological structure seems to come in stronger and weaker variants regarding how closely game mechanics and story are intertwined. Some of the games based on Marvel’s superhero characters such as The Incredible Hulk (Edge of Reality, 2008), The Amazing Spiderman (Beenox, 2012) and Ultimate Alliance (Vicarious Visions, 2009) are all on Superheroes, Greek gods and sport stars 27 the theme of ecologically empowered characters and utilize improved abilities. Yet there is no diegetic explanation to why new abilities are unlocked; there is no story of progression. In other games the main story is evolving around the ecological empowerment. The aforementioned Deus Ex: Human Revolution is such an example. Another game with a strong EEIA structure is the open sandbox first person shooter Far Cry 3 (Ubisoft, 2012). In this game the player gains new powers through experience points and unlocking more powerful weapons. The story of the game is set on a fictional island somewhere in Southeast Asia where pirates have kidnaped a handful of young American tourists. The protagonist, Jason Brody, has a character arc where he goes from a young irresponsible backpacker to a fearsome warrior, capable of taking out full squads of enemies by himself. After escaping from the pirates, he gains help of the Rakyat, the native people on the island. Embracing the trope of the “magical negro”, Brody’s development is partly explained due to powerful tribal tattoos that the Rakyat gives him. Each new tattoo is also a new ability that unlocks in the game. These new abilities make gameplay easier, and it could be argued that the game has a reversed learning curve. Increased hit points are an improved ability that especially aids the player in progressing through the game. In the beginning Brody is driven to become more powerful in order to save his friends and get off the island, but as he develops he also becomes more detached from his feelings. In the end, the player can choose if Brody’s development was a means to an end or a goal in itself. Basically this is a moral choice that affects the ending of the story, but the central theme of ecological empowerment remains as the core of the story. Conclusions Why are some specific story elements so common in games? In this paper I have done an analysis of a specific ludo-narratological combination where the game mechanics called improved abilities are combined with stories about ecological empowerment. One reason why so many game narratives emphasize themes such as the “hero’s quest” and utilize fantasy, sci-fi or similar genres that allow magical, supernatural, metaphysical or technological powers is that because they fit the specific game mechanics in the category of improved abilities. These game mechanics are carefully designed to actually empower the player and give them a sensation of becoming more adapt to handle the tasks the game environments put in front of the player. I have argued elsewhere that this design obscures some of the fundamental conditions of ecological reality and thus shortcircuits the pleasurable experience of becoming better at something. It gives the player an illusion of learning (see Linderoth, 2009, 2012). If this is correct, we might here have a starting point for understanding why improved abilities is such a popular feature in contemporary game design. This is the layout of the track, its 28 Jonas Linderoth curves, speed and hills, and it sets some boundaries for what themes will smoothly enhance the ride. Maybe this is one reason why it is so difficult to even think of hypothetical games about disempowerment. As an example, imagine a game version based on Jack London’s White Fang (1963), a game where you control a powerful half-wolf at the start that is capable of surviving in the wild. Over the course of time, the wolf loses its abilities and becomes domesticated. Or imagine a sport game based on the movie The Wrestler (Fox Home Entertainment, 2009), which tells the story of a faded professional athlete who has seen his best days. Or an expansion to the strategy game Civilization (see for example Firaxis Games, 2010) called the Fall of Rome where you start with a flourishing empire that as the game progresses falls into despair. If these games ever would be made, they would have to utilize other “tracks” that supported the experience they wanted to facilitate. As a family of game mechanics, improved abilities are limited in what they can express, just as there are only so many variations to a basic twelve-bar blues chord. One thing that improved abilities in games is that they are exceptionally good at telling the stories of ecological empowerment and individuals with superior powers. Many digital games thus give us variations on the theme of Nietzsche’s Übermensch, sometimes, like in inFamous or Far Cry 3, putting the player in a position beyond good and evil to carve out her or his own moral code. References Aarseth, E. (2012) A narrative theory of games. In FDG ’12: Proceedings of the International Conference on the Foundations of Digital Games (pp. 129-133). Raleigh, NC, USA. Alistair (2013, April 21) The strange phenomenon of reverse difficulty curves: Reader’s feature. Metro. Retrieved 2013, June 17, from http://metro.co.uk/2013/04/21/the-strange-phenomenon-ofreverse-difficulty-curves-readers-feature-3658584/ Austen, J. (1966) Pride and Prejudice. London. Beenox (2012) The Amazing Spider-Man [PS3]. Santa Monica, CA: Activision. Bethesda (2011) The elder scrolls V: Skyrim [PC]. Rockville, MD: Bethesda Softworks. Björk, S., & Holopainen, J. (2004) Patterns in game design. Boston, Mass: Charles River Media. Blizzard (2004) World of Warcraft [PC]. Irvine, CA: Blizzard. Carroll, L. (2008) Alice in Wonderland. Dorking: Templar. Codemasters (2011) F1 2011 [PS3]. Burbank, CA: Codemasters. Cotterell, A. (2003) A dictionary of world mythology. Oxford: Oxford University Press. Crystal Dynamics (2013) Tomb Raider [PS3]. El Segundo, CA: Square Enix. Crytek (2011) Crysis 2 [PS3]. Redwood City, CA: Electronic Arts. Dougall, A. (2009) The Marvel Comics encyclopedia: A complete guide to the characters of the Marvel universe. London: Dorling Kindersley. Edge of Reality (2008) The Incredible Hulk [PS3]. San Francisco, CA: SEGA. Elias, G. S., Garfield, R. & Gutschera, K. R. (2012) Characteristics of games. Cambridge, MA: MIT Press. Eskelinen, M. (2001) Towards computer game studies. Digital Creativity, 12(3), 175–183. Superheroes, Greek gods and sport stars 29 Firaxis Games (2010) Civilization V [PC]. Navato, CA: 2K Games. Fox Home Entertainment (2009) The Wrestler [Movie]. Los Angeles, CA: Fox Searchlight Pictures. Fox Home Entertainment (2013) The spy who loved me [Movie]. S.l.: Fox Home Entertainment. Frasca, G. (2003) Ludologists love stories, too: Notes from a debate that never took place. In M. Copier and J. Raessens (Eds.), Level Up: Digital Games Research Conference Proceedings (pp. 92–97). Utrecht: Utrecht University. Gibson, J. J. (1986) The ecological approach to visual perception. Hillsdale, NJ: Lawrence Erlbaum Associates. Gibson, E. J. & Pick, A. D. (2000) An ecological approach to perceptual learning and development. Oxford: Oxford University Press. Hercule Poirot (2013, 6 November) In Wikipedia. Retrieved 2013-11-07 from (http://en.wikipedia. org/wiki/Poirot Juul, J. (2003) Half-real: Video games between real rules and fictional worlds. Diss. IT University of Copenhagen. Juul, J. (2005) Half-real: Video games between real rules and fictional worlds. Cambridge, Mass: MIT Press. Kirkpatrick, G. (2012) Constitutive tensions of gaming's field: UK gaming magazines and the formation of gaming culture 1981-1995. Game Studies: The International Journal of Computer Game Research, 12(1). Linderoth, J. (2009) “It’s not hard, just requires that you have no life”. Computer games and the illusion of learning. Digital Kompetanse: Nordic Journal of Digital Literacy, 4(1), 4-19. Linderoth, J. (2012) Why gamers don’t learn more. An ecological approach to games as learning environemnts. Journal of Gaming and Virtual Worlds, 4(1), 45-61. Linderoth, J. (2013) Beyond the digital divide: An ecological approach to gameplay. Transactions of DiGRA, 1(1). Linderoth, J. (2013) Games, sports and sport games: Designed challenges in racing games. In M. Consalvo, A. Stein & K. Mitgutsch (Eds.), Sports Videogames. London: Routledge. London, J. (1963) White Fang: And other stories. New York: Dodd, Mead. Miss Marple (2013, 3 November) In Wikipedia. Retrieved 2013-11-07 from http://en.wikipedia. org/wiki/Miss_Marple Murray, J. H. (2005) The last word on ludology v. narratology in game studies, presented at Changing Views: World in Play. The International DiGRA Conference. Vancouver, Canada. Pearce, C. (2005) Theory wars: An argument against arguments in the so-called ludology/narratology debate. In Changing Views: Worlds in Play. Proceedings of the International DiGRA Conference. Vancouver, Canada. Reed, E. S. (1996) Encountering the world: Toward an ecological psychology. New York: Oxford University Press. Salen, K., & Zimmerman, E. (2004) Rules of play: Game design fundamentals. Cambridge, Mass: MIT Press. Sherlock Holmes (2013, 28 October) In Wikipedia. Retrieved 2013-11-07 from http://en.wikipedia. org/wiki/Sherlock_Holmes Snider, B. T. (2011) DC Comics: The ultimate character guide. New York: Dorling Kindersley. Sony Computer Entertainment (2009) InFamous [PS3]. Foster City, CA: Sony Computer Entertainment. Square Enix (2011) Deus Ex: Human revolution [PS3]. El Segundo, CA: Square Enix. Säljö, R. (2009) Learning, theories of learning and units of analysis in research. Educational Psychologist, 44(3), 202–208. Tolkien, J. R. R. (1974) The lord of the rings. Part 1, The fellowship of the ring. London: Unwin Books. TV Tropes (2013) RPG elements. Available 2013, May 30, from http://tvtropes.org/pmwiki/pmwiki.php/Main/RPGElements 30 Jonas Linderoth Ubisoft (2012) Far Cry 3 [PS3]. Montreuil Sous Bois: Ubisoft. Universal Studios Home Entertainment. (2012) The Bourne legacy [Movie]. Universal City, CA: Universal. Vicarious Visions (2009) Marvel: Ultimate Alliance [PS3]. Santa Monica, CA: Activision. Visual Consepts (2012) NBA 2K13 [PS3]. Novato, CA: 2K Sports. Wilhelmsson, U. (2001) Enacting the point of being - computer games, interaction and film theory: affordances and constraints, metaphorical concepts and experientialist cognition observed through the environment in computer games. Diss. Copenhagen: Copenhagen University. Wilhelmsson, U. (2006) What is a Game Ego: or How the embodied mind plays a role in computer game environments. In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction: Game-based and innovative learning approaches (pp. 45-58). Amsterdam: IOS Press.