Jump to ContentJump to Main Navigation
Gameworld Interfaces$
Users without a subscription are not able to see the full content.

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

Show Summary Details
Page of

PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2021. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 16 January 2022



(p.1) 1 Introduction
Gameworld Interfaces

Kristine Jørgensen

The MIT Press

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

MIT Press Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.