Phantom affordances in video games

dc.contributor.authorSerada, Alesja S.
dc.contributor.departmentfi=Ei tutkimusalustaa|en=No platform|-
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2020-02-11T11:24:40Z
dc.date.accessioned2025-06-25T13:34:42Z
dc.date.available2020-02-11T11:24:40Z
dc.date.issued2019
dc.description.abstractIn this paper, I am looking for the common ground to judge video game’s formal qualities, such as its interface, the rule system and game goals, which would include and explain both intentionally and unintentionally subversive games labeled as ‘bad’ and ‘not games’. I start with two cases of games that subvert expectations to the degree when players actively refuse to recognize them as games. Such games have inspired a variety of research and critique, but there is surprisingly little agreement on what makes them “bad” or subversive, as opposed to typical genre-conforming violent games, which are supposed to be subversive or “bad” but rarely produce the same disruptive experience. Relying on existing analysis of subversive and violent games, I apply usercentered, goal-oriented approaches of UX design (Norman, 1998; Cooper, 2007) to games and complement this framework with a new category, ‘phantom affordances’: perceived formal properties of a game that actively afford an action but do not deliver the expected outcome. This category can be productively applied to describe and design subversions in games.-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.format.extent22-
dc.format.pagerange86-107-
dc.identifier.olddbid11392
dc.identifier.oldhandle10024/10480
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/2351
dc.identifier.urnURN:NBN:fi-fe202002115078-
dc.language.isoeng-
dc.relation.doi10.24411/2658-7734-2019-10038-
dc.relation.ispartofjournalGalactica media : journal of media studies-
dc.relation.issn2658-7734-
dc.relation.issue4-
dc.relation.urlhttps://doi.org/10.24411/2658-7734-2019-10038-
dc.relation.volume1-
dc.rightsCC BY-NC-ND 4.0-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/10480
dc.subjectvideogames-
dc.subjectcomputer games-
dc.subjectinterface-
dc.subjectphantom affordances-
dc.subjectsubversive games-
dc.subject.disciplinefi=Viestintätieteet|en=Communication Studies|-
dc.titlePhantom affordances in video games-
dc.type.okmfi=A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä|en=A1 Peer-reviewed original journal article|sv=A1 Originalartikel i en vetenskaplig tidskrift|-
dc.type.publicationarticle-
dc.type.versionpublishedVersion-

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