¶ … digital games is quite relaxing, as no adequate research has been carried out yet, so nearly anything goes. Writing, in general, about gaming and games is also very much similar. Sadly, and with startling cumulative consequences, games are under-theorized. Although there is the work of authors such as Ehrmann, Huizinga, and Caillois, game theory, philosophical ideas such as the work of Wittgenstein, and libraries teeming with research on board games, one can not get far into the field of computer games using only the above resources. As well, if there is, or will be, a proper computer game research field, it can also be said to be at risk of colonization and intrusion from existing scholarly tribes (Eskelinen 2001). Computer games have to be secured against the colonizing effect of textual and narrative analysis. In the case of semiotics, the idea of "text" generalizes to everything in material existence; however, semiotic analysis cannot capture the essence of computer games. Games, within orthodox scholarly circles, are viewed as a phenomenon of a 'lower' level of culture; a few academicians do attempt to 'rescue' games through connecting them with narratives and other high-culture phenomena. This low/high polarity, which is a type of academic 'snobbery', does not result in any interesting methodology or theory, and runs the risk of missing what is truly novel with regards to games (Michael 2011).
The association of stories with games is a controversial issue among gamers, game designers, and academicians in this field, alike. For instance, at a recently-conducted conference for Games Studies, a feud could have been initiated between self-styled ludologists, who intended to shift focus to game-playing mechanics, and narratologists, who aimed to study games, as well as other storytelling modes. The creativity model often linked to digital media isn't one of distinctiveness and novelty, but of diversity and recombination. This model is hardwired to the almost 'supernatural' ability of computers to duplicate and merge texts, sounds, images, and other items from a limitless range of sources. Undeniably, digital media as well as post-structuralist theory, in diverse though interrelated ways, prove that creating and studying something new without, at times, drawing on processes and forms obtained from what can already be found around us, is impossible. Considering this viewpoint, no discipline, genre, or work is independent or distinctive: they are all specific yet vague combinations of other elements, which themselves are non-unique and varied (Jenkins 2004).
Games possess conventions and representational aspects; a large portion of the narrative vs. game conflict revolves around whether or not one must regard conventions or representations as fundamental (Michael 2011). This paper deals with ludology, and how it differs from narratology.
Important terms relevant to the game/movie-hybrid-discussion
Narratology
This term was invented to unify the works of scholars from diverse disciplines with regards to narrative. Research on play and games also faces a similar condition: topics are seen to be studied broadly from diverse disciplines such as anthropology, economy, sociology and psychology. These studies, however, are normally independent, and revolve around small characteristics, without seeking larger patterns of comprehension (Frasca 1999).
Ludology
Espen Aarseth, an advocator of the advent of a modern field of research focused especially on studying games as well as game play, coined the term 'Ludology' rather than framing the game ideas through the lens of established disciplines and other media (Jenkins 2004). Ludology (derived from the Latin ludus, which means 'game', but also means 'school'), was proposed to denote a proposed new field of research on activities pertaining to games and play. Similar to narratology, ludology should also be an independent discipline, free of the media that support the activity (Frasca 1999). The term 'Ludi' was also used in the Nobel Prize winning novel "The Glass Bead Game', by Herman Hesse. The lead character is Magister Ludi, in this philosophical narrative that continually refers to a special 'game' that encompasses all knowledge and is played by an intellectual elite.
Ludology refers to a specific analysis of games, wherein emphasis is placed on the games' formal elements such as attributes, entities, and rule systems. 'Games studies' is the generic term employed to denote...
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