Problem Solving: The Essence of Player Action in Computer Games
Keywords:
action, problem solving, computer game agency, aporia & epiphany, baldur’sAbstract
This paper will present the major findings of the author’s hovedfag (M.A.) thesis [1], which investigates how the player engages in the structuring of courses of action in computer games. Since the player’s engagement may be said to be a problem solving process, this paper presents a scheme of problem solving in modern computer games that proposes the concept of computer game agency. The scheme will be illustrated by examples from the computer role-playing game Baldur’s Gate II, and the turn-based strategy game Heroes of Might & Magic IV.Downloads
Published
2003-01-01
Bibtex
@Conference{digra95, title ="Problem Solving: The Essence of Player Action in Computer Games", year = "2003", author = "Jørgensen, Kristine", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/95}", booktitle = "Proceedings of DiGRA 2003 Conference: Level Up"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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