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    A Short and Simple Definition of What a Videogame Is

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    Introduction Why should we define the term videogame? Because we have reasons to study videogames. What are these reasons? James Newman gives us an answer: "the size of the videogames industry; the popularity of videogames; videogames as an example of human-computer interaction." Indeed, videogames belong to of our culture. But surprisingly, it is rare to come across concise definitions of the word videogame. Then, it is necessary to work on it. I am not claiming that nobody defined properly the notion of videogame before. For example, Eric Zimmerman has issued notable publications about it. I am mentioning that we need a short and simple definition. The goal of this essay is to propose such a definition. I also outline how to understand its terms by using existing definitions. And I finally discuss the videogame heritage and how it helps us to say what a videogame is. Definition Here is a possible definition: A videogame is a game which we play thanks to an audiovisual apparatus and that can be based on a story. This definition is short and simple, and I would like to demonstrate that it really defines the term videogame. I will show that this definition is based on well-known thoughts about game, play, interactivity, and narrative are. In other words, this definition is nothing but an articulation of existing definitions. The articulation is possible and easy because I do not directly speak about interactivity and narrative. Game Needless to say that a videogame is a game. It is obvious but we have to clearly remember this. Before being a cultural form, an art form, a narrative form, and more, videogames are games: "However, even if it sounds obvious, videogames are, before anything else, games." (Frasca). So, what is a game? We have had games for a very long time, but the definitions are not numerous. Nevertheless, some of them are applied to videogames with adeptness. Roger Caillois, inspired by Johan Huizinga, provides elements to define what a game is: a fictional, unpredictable, and unproductive activity with rules, with time and space limits, and without obligation. He also presents an approach for classifying games. He especially identifies two orientations. He calls it paida and ludus. We can understand it as freedom and constraints. Gonzalo Frasca says it "describes the difference between play and game." Effectively, some games without quantifiable outcome can be considered as toy-games (two famous examples: Sim City and The Sims). I use Zimmerman\u27s words (quantifiable outcome), so it is time to discuss his definition of what is a game: "A game is a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome." This definition, which is not far from Avedon and Sutton-Smith\u27s, is a very accurate definition of what a game is. Thus, it does not include toy-games and puzzle-games. Is there a quantifiable outcome in toy-games? Is there always an artificial conflict in puzzles-games? My answer is: a videogame can be a puzzle-game, a toy-game, or any kind of game that can be handled by an audiovisual apparatus. Chris Crawford calls this wide range of games interactive entertainments or playthings. Play To introduce what playing a videogame is, I will quote Zimmerman again: "Play is the free space of movement within a more rigid structure. Play exists both because of and also despite the more rigid structures of a system." Zimmerman also defines three categories: game play, ludic activities, being playful. Given these categories, the famous Huizinga definition is related to the first category: "Play is a voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy and the consciousness that it is \u27different\u27 from \u27ordinary life\u27." We can also try to list the pleasures of playing. The Le Diberder brothers have their answer: competition, accomplishment, system mastering, narrative enjoyment, and audiovisual experience. Moreover, we can think of other aspects beyond system mastering and that game designers know very well: discovering hidden elements and cheating. Audiovisual Apparatus The audiovisual apparatus I am talking about is an electronic system with computing capabilities, input devices, and output devices. It can be an arcade videogame, a videogame console, a handheld console, a computer, a PDA, a phone, etc. It means that we have human-computer interactions and that videogames can be seen as user interfaces. Then, we can talk about interactivity. As Jasper Juul notices, this is a major difference between videogames and their "nonelectronic precursors": "The main difference between the computer game and its nonelectronic precursors is that computer games add automation and complexity - they can uphold and calculate game rules on their own, thereby allowing for richer game worlds; this also lets them keep pace." Interactivity is the heart of the Rouse definition of the term gameplay: "A game\u27s gameplay is the degree and nature of the interactivity that the game includes." Story A videogame can be based on a story. In most cases, it is, but sometimes not. Tetris, for example, is an abstract challenge that does not need a story. They are many ways to insert narrative elements in a videogame: back-stories, cut-scenes, discussions, etc. Then, academics wonder if we can study and design videogames like literature and film. Some answers are very clear: "The first and most important thing to know about games is that they center on PLAY. Unlike literature and film, which center on STORY, in games, everything revolves around play and the player experience. Game designers are much less interested in telling a story than in creating a compelling framework for play." (Pearce). "The hidden structure behind these, and most, computer games is not narrative - or that silly and abused term, "interactivity" - but simulation. (Aarseth 2004) Hence, videogames are often seen as simulations: "Narrative is based on semiotic representation, while videogames also rely on simulation, understood as the modelling of a dynamic system through another system." (Frasca 2004). We know that a videogame can be based on a story. But is a videogame always a simulation? Answering is not easy when we consider abstract games like Qix and Tetris. But the answer, following Frasca, could be that these games are simulations of systems that their designers have imagined. It would mean that a videogame would always be a virtual game because we do not manipulate the game elements in the real world. Videogame Heritage By looking back to the past, as Chris Crawford does, we can see how the videogame heritage can help us to know what a videogame is. One way of doing that is to identify, as John Sellers does, milestones. For example, Ms. Pac-Man was the "first game to star a female character." This raises interesting questions about genre differences and videogames. We can also look at the history of videogames. Our starting point could be the first commercial game (Computer Space, 1971, the arcade version of Spacewar, 1962) and we could identify the four following periods: - 1971-1978: first years, pioneers\u27 success, - 1979-1983: golden age, genre development, - 1984-1993: less technological limits, strong ideas, - 1994-now: CD-ROM, 3D, PlayStation, PC, big productions, normalization, online games. From the pioneers\u27 success, we learn what an arcade videogame is (for example Pong). From the golden age, we learn how diversified the videogames can be (sports, adventure, fighting, etc.). From the years between 1984 and 1993, we learn that strong ideas make the difference. I have to give some details about what I call strong ideas. I will do it trough famous examples: new powerful ideas (Tetris), deep gameplays (Bubble Bobble, Shinobi), genre crossings (The Legend of Zelda), innovative narrative elements (fights in Battle Chess), complex system simulations (Sim City), multiplayer fun (Bomberman, Super Mario Kart), leading unintelligent animals (Lemmings), simple and strong ideas (Pang). Finally, from recent big productions, we learn about the future of videogames: bigger and bigger, more and more online, and less and less diversity. About this last point, the Le Diberder brothers say: "Wargames, games of skill, racing games, and even fighting games and shoot\u27em up games will be simple levels in simulators that will combine them." But small devices represent a great opportunity for retro gaming. Weak hardware needs strong ideas and old games contain strong ideas. Conclusion We have seen that I articulate existing definitions into one short and simple definition of the term videogame. We have also seen that this definition could easily be completed, for example with what the videogame heritage teaches us. And to conclude, I would like to add that knowing what is a videogame is obviously very useful to know what a good videogame is. A good videogame is a good game. We have a lot fun while playing a good videogame. We forget the audiovisual apparatus (transparency, immersion) while playing a good videogame to take advantage of a deep gameplay. And we enjoy the story of a good videogame based on a story. By going deeper in this direction, we get criteria for good games. Then, we can verify these criteria regarding the videogame heritage. * This abstract: about 1500 words * Full paper: 2835 words and about 30 references * Note: this work is part the Inspiration project (http://www.utc.fr/inspiration/

    Fact, Fiction and Virtual Worlds

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    This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding

    Videogame art: remixing, reworking and other interventions

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    This chapter explores some of the areas of intersection between videogames and both digital and non-digital art practice. By looking at examples of art practice drawn from videogames, it outlines some of the categories and so provides an overview of this area, placing it within the wider context of contemporary and historical art practice. The chapter explores the tendency for mucyh of this work to have elements of subversion or "détournement" whilst also identifying areas of tension in the appropriation of videogames as material for art practice

    Playing with Identity. Authors, Narrators, Avatars, and Players in The Stanley Parable and The Beginner’s Guide

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    This article offers a comparative analysis of Davey Wreden’s The Stanley Parable (Wreden 2011 / Galactic Cafe 2013) and The Beginner’s Guide (Everything Unlimited Ltd. 2015) in order to explore the interrelation of authors, narrators, avatars, and players as four salient functions in the play with identity that videogames afford. Building on theories of collective and collaborative authorship, of narratives and narrators across media, and of the avatar-player relationship, the article reconstructs the similarities and differences between the way in which The Stanley Parable and The Beginner’s Guide position their players in relation to the two games’ avatars, narrators, and (main) author, while also underscoring how both The Stanley Parable and The Beginner’s Guide use metareferential strategies to undermine any overly rigid conceptualization of these functions and their interrelation

    Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

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    This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality

    Emulation is the most sincere form of flattery : retro videogames, rom distribution and copyright

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    The Internet has made it possible for amateur game creators to collaborate on projects irrespective of geographical location. The success of projects such as Minecraft, and even CounterStrike, demonstrates that ‘indie’ developers can create entertainment products just as popular and successful as mainstream developers with huge budgets. However, many individuals instead are more interested in the old than the new – reliving past experiences through the playing of old videogames that are no longer commercially sold. Through the creation of emulators, and the ripping of ROM images (data that allows for the playing of an emulated videogame, such as Super Mario Bros. on the Super Nintendo), games with nostalgic value can be easily distributed, played and replayed. In addition, this allows for the preservation of legacy content that may otherwise be consigned to the ‘dustbin of history’. However, irrespective of the effort and ingenuity that goes into the creation of emulation software, and the effort involved in ripping ROM data to make old games playable, are these pursuits entirely legal? The purpose of this paper is to consider the compatibility of such projects with pre-existing norms of intellectual property law, comparing and contrasting the approaches of US and EU IP regimes in their handling of emulators and ROMS. The paper will analyse the issue under pre-existing legislation and with regard to relevant case law, seeking to draw conclusions on whether the existing regimes in copyright law are compatible and satisfactorily balance the right of videogame publishers to seek fair remuneration for their work with the desire by enthusiasts to preserve and relive a form of creative culture

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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