Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways.
Identifer | oai:union.ndltd.org:Potsdam/oai:kobv.de-opus-ubp:4981 |
Date | January 2011 |
Creators | Aarseth, Espen |
Publisher | Universität Potsdam, Philosophische Fakultät. Institut für Künste und Medien |
Source Sets | Potsdam University |
Language | English |
Detected Language | English |
Type | Article |
Format | application/pdf |
Source | Digarec Series, 06 (2011), S. 050 - 069 |
Rights | http://opus.kobv.de/ubp/doku/urheberrecht.php |
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