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DiGRA
The analysis treats the 1984 Tapper patent, U.S. 4,643,421, as a text to read closely.
The analysis treats the 1984 Tapper patent (U.S. 4,643,421) as a rich object for close reading, arguing that the constraints of patent drafting produce distinctive interpretive angles on a 1983 arcade game. Rather than approaching the game through conventional play-based criticism, the work reads the patent's title, abstract, field of invention, detailed description, claims, drawings, and flowchart as successive layers of description. The central thesis is that this formal structure yields a particular kind of formalist analysis, one that interleaves gameplay description with the logic of construction and repeatedly re-reads the game at increasing levels of detail.
Several concrete findings anchor the argument. The patent's title abstracts the game into a "reskinnable game space," a framing illustrated by the Budweiser-to-root-beer reskin, which suggests that Tapper is better understood as a generalizable system than as a single fixed product. The field of invention classifies Tapper as a nonviolent shooter, a categorization the author contrasts with its order-fulfillment relatives such as BurgerTime and Diner Dash. Close attention to mechanics, including how patrons are repelled, how empty mugs are caught for 100 points, and how missed mugs cost a turn, shows how the patent's descriptive apparatus clarifies rules that play alone may leave ambiguous.
The work concludes that the Tapper patent demonstrates four close-reading methods that extend beyond patent law: generalizing specific games into spaces of games, intertwining construction with player experience, iterative rereading at escalating levels of detail, and visual diagramming of game design. The scope is limited to a single patent and a single 1983 arcade title, and its grounding draws on game studies, intellectual property scholarship, and media theory, including proceduralist and expressive-processing approaches.
Game Developers Conference · 2018