sábado, 8 de febrero de 2020

In the Frame of the Magic Cycle


I'm being quoted in this chapter on the cognitive hermeneutics of videogames:


Arsenault, Dominic, and Bernard Perron. "6. In the Frame of the Magic Cycle: The Circles of Gameplay." Academia.*
         2020


As video games will always be defined by what the player is doing, Dominic Arsenault and Bernard Perron tackle the concept of gameplay in
“In the Frame of the Magic Cycle: The Circle(s) of Gameplay.” Opposed to
the spatial metaphor of Huizinga’s “magic circle” of gameplay, they conceptualize the partaking in a game as a cognitive frame, as an ongoing process. To cast off the implications of redundancy or stagnation contained in a circle, they resort instead to the figure of the spiral, which accounts for the gamer’s progression through the game. Their gamer- and gameplay-centric model features three interconnected spirals which represent the cycles gamers have to go through in order to answer gameplay, narrative, and interpretative questions, in both heuristic and hermeneutic fashion. They also underscore the fact that gamers cannot access a game’s algorithms directly and must instead construct an image of the game system, whose degree of fidelity towards the actual rules of the game may greatly vary (depending, for instance, if the gamer is playing to progress through the game, as opposed to playing to master the game mechanics).
 

Their notion of the spiral progression derives in part from my paper on the 'hermeneutic spiral':


_____. "Retroactive Thematization, Interaction, and Interpretation: The Hermeneutic Spiral from Schleiermacher to Goffman." BELL (Belgian English Language and Literature) ns 2 (2004):  155-66.* (Special issue, "The Language/Literature Interface).
         2016
_____. "Retroactive Thematization, Interaction, and Interpretation: The Hermeneutic Spiral from Schleiermacher to Goffman." Online PDF at García Landa, Vanity Fea 29 Nov. 2006.
         2006

—oOo—

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