Play and Its Role in the Mental Development of the Child (Vygotsky)

Some notes on Play and Its Role in the Mental Development of the Child by Vygotsky: Defining (child’s) play through pleasure is not correct for two reasons. 1) there are activities that gives much direct experience of pleasure than play, and 2) there are games that do not afford pleasure or that are often accompaniedContinue reading “Play and Its Role in the Mental Development of the Child (Vygotsky)”


Some Vygotsky to read: Play and its role in the Mental Development of the Child About games, play, pleasure, rules. The Psychology of Art At least Chapter 8 – The Tragedy of Hamlet, Prince of Denmark seems interesting in relation to character playing in RPGs.

Freeform, Jeepform, and Limitations

I stumbled across Tobias Wrigstad’s blog, where he discusses freeforming, railroading and the players’ freedom. He makes good points about the nature of railroading, freeforming and the role of limitations. However, I find following claim rather curious: “In a generic, ‘tabula rasa’ freeform adventure there are no limitations”. Even without predefined structures like characters thereContinue reading “Freeform, Jeepform, and Limitations”

Games and Philosophical Investigations

I managed, at last, to take time to read Wittgenstein’s Philosophical investigations. Wittgenstein argues: For a large class of cases — though not for all-in which we employ the word “meaning” it can be defined thus: the meaning of a word is its use in the language. And meaning of a name is sometimes explainedContinue reading “Games and Philosophical Investigations”

Magic circle and pervasive games

Nokia Games Day 2006 presentations yesterday got me thinking about pervasive games, the subject of my research in previous job. Markus Montola (2005) has presented that pervasive games can be distinguished from traditional games by using notions of spatial, temporal, and social expansions. Idea is that “regular game is played in certain place at certainContinue reading “Magic circle and pervasive games”

Anima Mundi: Dark Alchemist

Anima Mundi: Dark Alchemist (Hirameki International Group Inc. 2006) is a Japanese gothic horror game targeted to girls, or to be more exact, interactive visual novel giving a player change to influence how the events progress. It is very similar to Fighting Fantasy game books published in 80’s. In the beginning choices offered to aContinue reading “Anima Mundi: Dark Alchemist”

Some Articles about Role-playing

Novitz, David (1996). Disputes about art. Journal of Aesthetics and Art Critisim, 54(2). Novitz investigaes relationship between table-top role-playing games and art. Punday, Daniel (2005). Creative accounting: Role-playing games, possible-world theory, and the agency of imagination. Poetics Today, 26(1). Tavinor, Grant (2005). Videogames and interactive fiction. Philosophy and Literature, 29: 24-40. Game objects are usedContinue reading “Some Articles about Role-playing”

“Are Videogames Art?” by Smuts

Smuts, Aaron (2005). Are Videogames Art? Contemporary Aesthetics, 3. (Quotations are from Smuts’ paper.) Smuths argues that many contemporary computer games should be consider as art based on varius definitions of art. He uses Max Payne (Remedy Entertainment, 2001), Halo (Bungie, 2001), and Tom Clancy’s Splinter Cell (Ubisoft, 2002) as examples. I do not claimContinue reading ““Are Videogames Art?” by Smuts”

“Perceiving Doors: Fiction vs Simulation in Games” by Aarseth

(All quotations are from Aarseth’s paper.) Aarseth discusses about what is real, fiction, and virtual (in games). He adopts Philip K. Dick’s definition of real: “Reality is that which, when you stop believing it, doesn’t go away” (A). Aarseth goes on to discuss fictionality; he defines fiction as “invented phenomena” (B) based on definition fromContinue reading ““Perceiving Doors: Fiction vs Simulation in Games” by Aarseth”