Defining the Global Ludo Polychotomy

Authors

  • Bradley James
  • B. D. Fletcher

Keywords:

game studies, video game culture, dichotomy, global ludo polychotomy, eastern

Abstract

This paper explores the established East-West Dichotomy and attempts to explain its role in the games industry while examining if it can even be accurately applied to it. In an attempt to find out, a games design model (B. James et al, 2013) was used to quickly and efficiently break down a variety of popular and/or relevant video game titles from recent years in order to better understand their design and targeting systems. These games were then compared and analysed in order to determine their exact place in the market as well as their place in the Global Ludo Polychotomy, freeing the industry from a dichotomy based perception. These comparisons have indicated that the original east-west dichotomy theory (S. Meštrovic, 1994), while appropriate for the initial subject matter, may not be entirely suitable for defining the global state of games, their design and their marketing. These differences are quite noticeable and, as such, warrant further investigation.

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Published

2015-01-01

Bibtex

@Conference{digra739, title ="Defining the Global Ludo Polychotomy", year = "2015", author = "James, Bradley and Fletcher, B. D.", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/739}", booktitle = "Proceedings of DiGRA 2015 Conference"}