This paper explores levels of abstraction: Representational
games present a fictional world, but within that world,
players are only allowed to perform certain actions; the
fictional world of the game is only implemented to a certain
detail. The paper distinguishes between abstraction as a core
element of video game design, abstraction as something that
the player decodes while playing a game, and abstraction as
a type of optimization that the player builds over time.
Finally, the paper argues that abstraction is a related to the
magic circle of games and to rules as such.
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