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DiGRA
The model defines play as a continuous performance that occurs within the Social, Operative, and Character worlds.
The SOC ontology provides a comprehensive framework for analyzing the video game experience by synthesizing Actor-Network Theory, phenomenology, and Goffman’s frame analysis. By conceptualizing the game event as a dynamic network of human and non-human objects, this model moves beyond traditional design paradigms like MDA to account for the unpredictable, shifting nature of play. It posits that the gaming experience is not a static interaction but a continuous, collaborative performance where meaning is negotiated between the player and the technological environment.
Central to this framework is the movement between three distinct yet interconnected spheres: the Social, the Operative, and the Character worlds. Players navigate these domains through processes of upkeying and downkeying, which allow for fluid shifts in disposition and immersion. Digital games facilitate these transitions by providing robust tools that enable developers to manipulate the player’s relationship with internal logic, often through techniques such as breaking the fourth wall. Case studies involving titles like Metal Gear Solid and Deadpool illustrate how these shifts effectively redefine the boundaries of the play experience, demonstrating that immersion is a fragile, active state requiring constant maintenance.
Ultimately, this sociomaterial approach rejects binary distinctions between the real and the virtual, treating the game event as a complex black box that resists static observation. By focusing on the agency of non-human objects and the fluidity of the player’s role, the model offers a diagnostic tool for developers and a conceptual guide for researchers. It emphasizes that the game event is an inherently unpredictable network, requiring a dynamic analytical lens to capture the multifaceted nature of how technology and human intent converge during play.
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DiGRA · 2026