How to Define Games and Why We Need to

Author:

Arjoranta JonneORCID

Funder

Academy of Finland

Publisher

Springer Science and Business Media LLC

Reference37 articles.

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2. Aarseth, E. (2007). I fought the law: Transgressive play and the implied player. In A. Baba (Ed.), Situated play, DiGRA 2007 (pp. 130–133). Tokyo: University of Tokyo.

3. Arjoranta, J. (2011). Do we need real-time hermeneutics? Structures of meaning in games. In DiGRA’11—Proceedings of the 2011 DiGRA international conference: Think design play (p. 13). Utrecht: Utrecht School of the Arts.

4. Arjoranta, J. (2014). Game definitions: A Wittgensteinian approach. Game Studies,14(1), 35.

5. Bergonse, R. (2017). Fifty Years on, What exactly is a videogame? An essentialistic definitional approach. The Computer Games Journal,6(4), 239–255. https://doi.org/10.1007/s40869-017-0045-4 .

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