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  •    Video Game Vocabulary  
     
    Thursday, November 20 2003 @ 03:31 PM UTC
    Contributed by: David

    The poster I presented at Level Up on Video Game Vocabulary is now available in the file downloads section of this site.

    This poster summarizes a set of 20 terms that seek to comprehensively describe the experience of playing a video game. This goal is in contrast to similar vocabularies and taxonomies meant to identify the structural elements of the games themselves (a long-standing effort on the game development side).

    While this vocabulary is not final, I do think it is fairly complete. That is to say, I would be very interested in hearing ideas and commentary.

    For more information on the elements presented in the post, check out the Critical Elements Worksheet, also available in the file downloads section. I use this worksheet in my class to help students structure their critical explorations of games.






     
             


    Video Game Vocabulary | 34 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    Video Game Vocabulary
    Authored by: Kuchen on Friday, November 21 2003 @ 03:24 AM UTC
    Good list. :)

    I suppose the only thing I was wondering about was the Interactivity category.

    What could you employ that category to discuss?

    It seems to broad, but I haven't thought about it for too long... ;)

    Keep up the good work on the site. :)

    [ Reply to This ]
  • Video Game Vocabulary - Authored by: David on Saturday, November 22 2003 @ 04:21 AM UTC
  • Video Game Vocabulary - Authored by: Anonymous on Saturday, November 22 2003 @ 12:59 PM UTC
  • Video Game Vocabulary - Authored by: Kuchen on Saturday, November 22 2003 @ 01:00 PM UTC
  • Video Game Vocabulary
    Authored by: tom on Tuesday, November 25 2003 @ 02:47 PM UTC
    Very nice. The divisions you have made seem, in genral, intuitively right to me. One thing I do have trouble with though is the distinction between camera and point of view, is the latter unrelated to the way in which the game is visually presented? Maybe the term camera is a little confusing when talking about a game like Tetris, or in a more extreme case text adventures like Zork. (On the other hand, maybe I've just got the wrong end of the stick)
    [ Reply to This ]
  • Video Game Vocabulary - Authored by: David on Tuesday, November 25 2003 @ 04:18 PM UTC
  • Video Game Vocabulary - Authored by: tom on Friday, November 28 2003 @ 12:15 PM UTC
  • Video Game Vocabulary
    Authored by: Anonymous on Tuesday, November 25 2003 @ 03:27 PM UTC
    Hey, wow. I only just found this article (too many ludology sites to keep track of!) but I wrote an article with some similarities a while ago on antifactory.org (in the articles section, The Anatomy of Games).

    It would be really nice to know if you've found any other articles that deal with this kind of subject, since I'm thinking about presenting a paper, and I need to research the area more thoroughly instead of re-inventing the wheel.

    I managed to dissect games down to what I think are useful elements, and useful ways of thinking about interactivity, and possibly suggestive of object orientated ways to structure more flexible game rules.

    I'm going to take a closer look at this here blog, like I've been meaning to. It's only now that I have a job that I have the time!
    [ Reply to This ]
  • Video Game Vocabulary - Authored by: David on Tuesday, November 25 2003 @ 04:30 PM UTC
  • Video Game Vocabulary - Authored by: Anonymous on Wednesday, November 26 2003 @ 12:02 PM UTC
  • Video Game Vocabulary.se - Authored by: Anonymous on Wednesday, December 10 2003 @ 05:41 AM UTC
  • Video Game Vocabulary.se - Authored by: David on Thursday, December 11 2003 @ 12:11 AM UTC
  • Video Game Vocabulary
    Authored by: zach on Thursday, December 18 2003 @ 12:29 AM UTC
    I just got a brief look at your poster (long download for my poor modem!) and I guess I have a couple of questions, if you don't mind, from two apparently opposite directions.

    How do you account for overlap between elements? I mean, 'genre', 'character', and 'social' aspects, at least, seem to be under the umbrella of 'narrative', right? I mean, the term 'genre' is appropriated from literature, stories have characters, so how could you have one without all three? [note: I'm not inserting a ludology/narratology debate; bear with me.]

    How is 'social' an element when "social" isn't a noun?

    Why isn't 'music' 'sound'?

    Honestly, I'm not saying the chart isn't accurate; I'm playing a little devil's advocate here. I agree that there's a problem of terminology in what you're talking about, but I wonder if there's a better way to address the problem than another kind of taxonomy, expecially since the chart only makes sense if we already know the words in it.

    What I'm getting at is what does your system add to the natural development of a specialized language as the result of the natural dialectic of game design/play/theory and to the other attempts at formalizing game play?

    By the way, it may help to know that I'm coming from a discipline [literary theory] that has spent the last 60 years un(re)doing New Criticism, and I'm afraid that a lot of what I've seen in ludological areas is making the same formalist moves preemptively.
    [ Reply to This ]
  • Video Game Vocabulary - Authored by: David on Thursday, December 18 2003 @ 04:24 AM UTC
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