How to Reference a Digital Game

Authors

  • Stefano Gualeni
  • Riccardo Fassone
  • Jonas Linderoth

Keywords:

digital games, references, academic referencing, authorship, game definitions

Abstract

The question of what constitutes a game as a social object is famously problematic. The alleged impossibility of formulating a complete analytical definition for what constitutes a game is perhaps the most evident symptom of that difficulty. One expression of this problem that has been entirely overlooked by academia is the scholarly practice of referencing games. This paper addresses game referencing as a practice that is implicated with- and constitutive for- the ways in which we conceptualize and assign cultural value to games. Focusing on the conceptual framing of games, on game authorship, and on the historical dimensions of both, we will discuss referencing games as an act that is inevitably political. On these premises, we will provide foundational guidelines for thinking about one’s decisions concerning referencing and about the meaning and relevance of those decisions.

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Published

2019-01-01

Bibtex

@Conference{digra1065, title ="How to Reference a Digital Game", year = "2019", author = "Gualeni, Stefano and Fassone, Riccardo and Linderoth, Jonas", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1065}", booktitle = "Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix"}