1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
DiGRA
Distilling the key insights…
The collection "Understanding Play Practices" argues that computer games and related play forms should be understood as hybrids of text and practice, in which authored structures meet the genuine agency of players. Drawing on semiotics and ludology, the contributors reject a rigid text/practice dichotomy and propose a "playership" model to account for how players act within and beyond designed systems. The work is primarily theoretical, grounded in close analysis of representative titles rather than empirical measurement, and it addresses digital games broadly, with particular attention to rhythm games such as Dance Dance Revolution, Donkey Konga, and Guitar Hero, and to Alternate Reality Games (ARGs) such as The Lost Experience and World Without Oil.
A central contribution is a framework for distinguishing the "deep" structure of real player choices from the "shallow" appearance of options a game presents. Its typology of four relations, corridor, secret passage, fake bifurcation, and true bifurcation, offers a vocabulary for assessing what kind of freedom a game actually grants. Related analyses treat rhythm games as transmodal translations between audiovisual stimuli and bodily movement, and argue that ARGs unfold across multiple platforms, blurring fact and fiction. In these cases, immersion can be strong even where narrative control is limited, which the authors suggest requires rethinking the relations among interactivity, agency, and immersion.
The collection's most sustained comparative study addresses two oil-themed works, the Flash management game Oiligarchy and the ARG World Without Oil. The authors contend that both embed moral and in-fiction assumptions, such as the imperative to maximize profit by any means, that extradiegetic play can disrupt. Both systems constrain player agency and erode in-game knowledge in ways that may encourage real-world dispositions, such as "hope for the best but prepare for the worst." Drawing on Peirce's pragmatist account of habit as flexible rather than deterministic, the authors argue that players' meaning-making is rerouted from fictional toward real-world expectations, generating ambiguity and unease. The overall conclusion is that studying games through consumption and production practices, alongside textual analysis, is necessary to explain both their appeal and their growing overlap with other new media forms.
DiGRA · 2016