Abstract
This essay proposes a new hermeneutic for understanding the formal qualities of video games given the action-based nature of the medium and the interplay between diegetic and nondiegetic space. The framework has four parts: (1) diegetic operator acts such as in-world movement and expression, (2) nondiegetic operator acts such as the coded, pattern-based play that transpires in what I call spaces of configuration (e.g. display, set-up menus), (3) diegetic machine acts such as NPC behavior and immersive, ambient environments, and (4) nondiegetic machine acts like glitches and other technical artifacts.
Cite
CITATION STYLE
Galloway, A. R. (2007). Gamic Action, Four Moments. Artnodes, 0(7). https://doi.org/10.7238/a.v0i7.765
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