The Implied Designer of Digital Games

Estetika: The European Journal of Aesthetics 60 (1):71-89 (2023)
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Abstract

As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the figure to which players ascribe these intentions ‘the implied designer’. In this article, we introduce the notion of the implied designer and present an initial account of how appreciators ascribe meaning to interactive, fictional gameworlds and act within them based on what they perceive to be the designer’s intentions.

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Author Profiles

Stefano Gualeni
University of Malta
Nele Van de Mosselaer
Tilburg University

References found in this work

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Truth and method.Hans-Georg Gadamer - 2004 - New York: Continuum. Edited by Joel Weinsheimer & Donald G. Marshall.
The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
Hermeneutics and criticism and other writings.Friedrich Schleiermacher - 1998 - New York: Cambridge University Press. Edited by Andrew Bowie.

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