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DiGRA
It draws on Gibsonian affordance theory and focuses on how players perceive, choose, act on, and transform a game's affordances.
This paper proposes an ecological psychology framework for understanding gameplay, arguing that games are best analyzed through how players perceive, choose, act on, and transform the affordances of a game environment. Drawing on Gibsonian theory, the author contends that this lens cuts across the conventional digital versus non-digital game distinction, which is treated as increasingly outdated given how pervasive digital technology has become, from digital toolkits for tabletop games to technology woven into physical play. The work is conceptual rather than empirical, grounded in the author's own experience, and it deliberately positions itself against essentialist, "things-ontology" definitions of what a game is.
The central analytical contribution is a distinction between two kinds of challenge. Games with exploratory challenges, such as chess, puzzles, and simulations, are difficult primarily because players must work out what to do, while execution is comparatively straightforward. Games with performatory challenges, including sports, shooters, racing, and dexterity games, are the reverse: the required action is clear, but carrying it out demands skill and physical effort. The paper also introduces "backseat gaming," observing that in exploratory-challenge games, non-controlling bystanders can meaningfully share in the challenge, whereas performatory games typically restrict this participation.
The framework's implications extend to rules and fairness. Outside coaching is generally prohibited in exploratory games like chess and poker, yet permitted in performatory contexts such as sports, where coaches may advise during play. The author further argues that challenges depend on an assumed player, as illustrated by Paralympic and Special Olympic adaptations, which reshape the affordances and challenges of familiar sports. The paper concludes that the digital/non-digital dichotomy retains some historical value but limited analytic utility, and it suggests that organizations such as DiGRA may wish to reconsider its use.
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