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The paper argues that Roger Caillois's taxonomy of play, comprising agôn, alea, mimicry and ilinx, does not fully analyze digital games.
Maaike Lauwaert's paper argues that Roger Caillois's established taxonomy of play, comprising agôn (competition), alea (chance), mimicry (simulation), and ilinx (vertigo), is insufficient for analyzing digital games. To address this gap, the author proposes a fifth dimension, "repens," defined as sequentially embedded surprise: unexpected events deliberately programmed into a game's progression to guide and sustain the player's experience. The concept is distinguished from chance, since such moments, such as medical packs appearing in Tomb Raider or back-attacks in Final Fantasy, are intentionally placed rather than randomly generated. The framework is situated within related scholarship, including Jesper Juul's work on progression and Marc LeBlanc's taxonomy of game pleasures, which includes discovery.
The central thesis holds that repens is what distinguishes digital games from non-digital games and accounts for their capacity to combine multiple dimensions at once. Illustrative analysis drawn from No One Lives Forever and Tony Hawk's Pro Skater 3 demonstrates how contemporary titles typically blend repens with competition, simulation, chance, and vertigo. The author contends that the interplay among surprise, frustration, and eventual victory generates the desire that keeps players engaged, offering an explanation for the medium's popularity.
Beyond its theoretical contribution, the paper proposes repens as a methodological tool for analyzing and describing computer games. Its scholarly grounding draws on foundational game-studies works by Caillois, Johan Huizinga, Juul, Konzack, and Brian Sutton-Smith, alongside proceedings from the 2002 Computer Games and Digital Cultures conference, situating the argument within the early development of the field's analytical vocabulary for digital play.