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Gameworld Interfaces$
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Kristine Jørgensen

Print publication date: 2013

Print ISBN-13: 9780262026864

Published to MIT Press Scholarship Online: May 2014

DOI: 10.7551/mitpress/9780262026864.001.0001

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Introduction

Introduction

Chapter:
(p.1) 1 Introduction
Source:
Gameworld Interfaces
Author(s):

Kristine Jørgensen

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262026864.003.0001

This introductory chapter presents the idea of gameworld interfaces and uses two examples to illustrate the variety between gameworld interfaces and the questions that are being asked in the book. The chapter questions the ideal of transparency and argues that games are self-conscious media where the use of symbols, icons and superimposed information is a convention that supports gameplay rather than a disturbing element that interferes with the sense of involvement in the game. The chapter also presents the main theoretical approaches that form the background for the understanding of gameworld interfaces, and presents the empirical and methodological background for the book. It also presents the content of the remaining chapters of the book.

Keywords:   gameworld interface, transparency, self-conscious medium, qualitative studies

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