Playing with the Videogame Community. The Path and New Forms of Interactive Entertainment Related...
Transcript of Playing with the Videogame Community. The Path and New Forms of Interactive Entertainment Related...
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Playing with the Videogame Community The Path and New Forms of Interactive Entertainment Related to Videogames
Author ○ Marius Jigoreanu ○ [email protected] Course Manager ○ Emma Witkowski ○ [email protected]
Computer Game Culture ○ IT University of Copenhagen ○ Fall 2012
Abstract: The fast expansion of the videogame industry puts pressure on the gamers’ community
when it comes to adopting new ideas and concepts that do not meet the conventions. The
Path is an interactive experience that was promoted as a videogame so it is marketed to a n
already existent audience instead to a non-existing one. The videogames consumers’
community is taken by surprise as it is not ready to receive a product that does not meet
the conventions of the medium. It provoked polarized responses because it does not meet
the expectations of the industry but also because the expectations of the gamer were not
meet. In order for such sort of interactive experiences to be correctly evaluated and
criticized, the videogames community culture needs to evolve and to borrow knowledge
from traditional mediums and cultures. Moreover such software should be promoted less
as a video game and more as an interactive experience.
In this work I am analyzing the meaning of TP’s impact. The significance of the received
experience will self-describe the community that engaged with the game. In this analysis I
am both addressing the negative as well as the positive reception of TP. I am discussing
issues related to the academic context, industry conventions, user’s expectations and
experience.
Keywords: The Path, interactive experiences, videogames, videogames culture, videogames
industry, videogame definitions
Raising the Bar
The Path (Tale of Tales, 2009) is a game that does not follow traditional design guidelines.
It is a challenge for both academics and the community to categorize TP. For example, in
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the academic context, scholars have come up with various definitions of videogames but as
Juul (2005) mentions, all have similarities. He tries to combine all of them into one for a
better inclusion. Even so, a product such as TP would only awkwardly meet the
requirements of such a definition. For instance, in his analysis of videogames definition he
mentions that rules are hardcoded and above discussion. Not only that as Aarseth (2007)
mentions, rules can be submerged through transgressive play, but TP subverts its own rules.
First thing that the user sees on the screen other than the explanation of the controls is
“Stay on the path.” TP uses this simple explicit statement only to create story, not to define
gameplay rules. If the user follows the “rules,” she will fail. In the case of TP it is expected
that the ideal user is a combination of what Aarseth calls transgressive play and implied
player, a transgressive implied player.
Moreover, in videogame studies there is a considerable amount of works (Dovey, Kennedy,
2006; Steinkuehler, 2006; Jenkins, 2011) that discusses about the dynamic of the community
and the culture that is formed around a videogame. This form of interactive entertainment
is subjective to interpretation at the community level. It is up for the community to make
sense of the experience. Rules are subverted. Good examples are moding, fan art, gold
farming or griefing, all social aspects of play that might or might not be empowered by the
rules. The social layer has even more agency in the case of TP. The game affords so many
interpretations that the meaning is sometimes created in the community, a co-created
interpretation. Turning to the community for answers is not uncommon and can have also
negative impact, creating a strong opinion that is unquestionable followed. In this case the
negative impact is about the expectations, where a considerable part of the community
maintained the idea that interactive experiences (mainly videogames) are solely made to
have fun with.
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Classic definitions of videogames are young and limited especially in the fast moving
medium of interactivity. For example, the technological advancements, the rise of indie
game development and games teaching schools facilitates the emergence of new concepts
and genres. Meanwhile, indie game journalism makes these new concepts visible to the
public so they benefit from a decent impact. New kinds of “games” are continuously
developed:
“In recent times, independent game creators have dared to explore beyond the
established boundaries of game genre and create new kinds of play previously thought
unachievable.”
(Ryan, Costello, 2012, p.112)
TP is an experience embedded with story. In order to better understand such a creation, we
can’t use refer to a traditional mindset, but an analysis of the narrative and the gameplay
would be more useful. The designers state that the game is inspired by older variations of
Little Red Riding Hood (The Path Website, 2009). This is what leads to the thought that a
narrative theory would be useful in analyzing the experience. Aarseth (2012) explains that a
narrative theory of games can be defined. Aarseth confirms the possibility of integrating
both narrative and gameplay into one experience, as videogames can be much more than
simply games:
“…it must be noted that “games” are not simply games, but complex software
programs that can emulate any medium, including film, text/novel, graphic novel,
and, for that matter, simulate board games and sports.”
(Aarseth, 2012, p. 130)
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The novelty of TP is not solely achieved by the narrative but by its relation to gameplay. As
shown above, this does not mean that we can use a traditional mindset to discuss the
gameplay. This will only result in failure to accurately understand the game. The game-like
components (choices, actions, controls, challenges, etc.) are only employed to define the
story and have minimal meaning by themselves. Except the action of collecting flowers,
there is not much to justify a decent traditional gameplay. The system is used for conveying
the story and while it has agency on its own it would be a mistake to think that it is
meaningfully expressing the product’s qualities by itself. This unidirectional focus of
gameplay was defined before and it can only be useful to restrict the understanding of the
experiences of TP:
“…definitions prioritize the systemic nature of games, something that the older
definitions of games rarely do… though it must be said that some of these definitions
discuss play in general and not playing games specifically.”
(Stenros, Waern, 2011, p. 3)
As suggested by Stenros and Waern, seeking answers in older definitions of games and play
might be useful. Looking at the game as an activity is more fruitful than simply looking at
the system because it includes the agency of the player. In the case of TP, the experience
can be better understood if we look closer at play but without disregarding the systemic
properties of the game. I refer to play in the same way as Sutton-Smith (1997), Huizinga
(1971) and Schechner (2006) describe it, as playful, uncertain, loosely-bound activity. By
discussing about play I reveal the importance of play in regards to the system. If the user
can’t engage a playful mind it can’t experience TP to its full potential. Just like these authors
describe play from many aspects, I am also refereeing to more than one aspect of play. First
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the user can play the role of the character. Second, the character is playing in a childish way.
Third, the user plays the game. Forth and most importantly, the abundant symbolism, a
play of words, images and ideas. Each of this types of play add a layer to the experience and
can create ambiguity to the user that tries to make sense of it. Without playing with it (by
conveying meaningful interpretations) the experience will never be complete. Through the
activity of play, the user is more likely to self-discover herself rather than challenge the
(here) unimportant quantifiable aspects of the experience. By exploring meaning:
“Players unearth the operation of thought, of knowledge, of ritual, of behavior from
the fragments of systems left behind. We fiddle so that we might understand ourselves
through another’s implements.”
(Bogost, 2010, p. 6)
Above I have discussed the faulty context and also a solution to how to analyze an
experience such as TP. Such interactive software is best described at the intersection of
gameplay, narrative and most importantly, play. This discussion is necessary in order to give
an idea of what it is required from the player that wants to explore this experience. It is
apparently raising the entry level higher, at least if we consider the new ways of conveying
the experience. A new audience that has appeal to such entertainment software is emerging
and has nothing to do with what it is now known as gamers. I will furthermore discuss about
the game system, in order to set an even clearer context before the actual debate.
TP has been released almost four years ago (March, 2009) and it had the time to reach
maturity. During this time people that engaged with TP spend time on sharing their
experience and knowledge on the web. Empirical data from both the creators and from the
users as well from the critics can be freely accessed on the web. Discussions about TP on
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forums, on YouTube, on blogs and other channels. I will take in consideration all this
channels in order to have a clear idea about the significance of the community’s engagement
with TP.
About The Path
In order to continue the discussion I find it necessary to describe the product’s narrative
and game structure. It manages to subvert most conventions when it comes to game design.
It also manages to engage the user in an unusual way by risking to not provide a straight
see-through way to engage with the software. It requires an active imagination and
participation (The Path Website, 2009) from the user in order for her to fully experience
TP.
TP is a game about tragedy, where the gameplay’s only purpose is to empower the unfolding
of the narrative. It is embedded with pieces of story that are scattered all over the forest and
in the granny’s house. The purpose of this section is to go through the possible paths of the
game from a system point of view in order to provide an idea about what a user might
experience. This is achieve by describing the structure of the system/ narrative in a formalist
manner without regarding the subjectivity of the player. Because the experience that a user
might explore has a subjective character, I only briefly touch on the “content.”
The story begins in an apartment where the user can chose one of the six sisters. When one
of the girls is chosen, a bus drives and drops her at the beginning of a straight forest path.
Shortly after, the system informs the user to: “Go to the Grandmother’s house. And stay on
the path.” After a short event-less traveling on the sunny forest path, the girl encounters the
house. Inside, the agency of the player is diminished but the content is even more
expressive:
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“The journey has a dream-like quality, with long corridors and occasional strangely
important objects, more symbolic in nature than real.”
(Ryan & Costello, 2012, p. 114)
The only possibility is to move forward on a predefined structure. After passing a few rooms
and corridors the user reaches the granny’s bedroom. Soon after, the end screen shows
failure: the wolf was not encountered.
If the user ignores the system’s suggestion to stay on the path and adventures into the
woods, things become more interesting. With every object that is found in the forest a
memory or a thought is revealed. The most important thing that can happen in the forest
is the Wolf encounter. Depending on the girl, the Wolf can be a handsome man, a girl in a
red dress, a water spirit, or something that is significant for her.
At the encounter, unclear cut scenes with a surrealistic theme are played. After that, the girl
is found on the front of the footbridge lying on the ground in the heavy gray rain. Inside the
house, depending on which objects were found in the forest and if the Wolf was
encountered the house will look different: rooms will appear and the objects and furniture
will look different, with a surrealist character. The house becomes darker, even scarier and
sounds that resemble the Wolf encounter can be heard from all around. The granny’s room
will look very different. For example, a large tree is erected through the middle of the bed.
After a series of unclear cut scenes and flashing images featuring the Wolf “attack” the end
screen is showing success, the wolf was encountered.
At this point it should be clear why TP provides an experience different from the usual. It
does not follow the conventions of game design, but most importantly it does not follow
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the community’s conventions. The expectations are subverted and instead of providing a
clear set of rules, it uses her active imagination as the main catalyst. In the following chapter
I am addressing one of the most important issues that TP dealt with, namely, its reception.
Ambiguity and Story
The Path was released on March 18, 2009… Since then, our Little Red Ridinghood-
inspired horror videogame has met with both mean-spirited criticism and over-the-top
adoration, and not much in between.
(Samyn, Harvey, 2010)
TP created polarized reactions on forums, blogs and online magazines. After consulting
forums and blogs where discussions about TP emerged, I understood how the community
welcomed the product. First of all, most of the forums, blogs and magazines are about video
games. Only a few exceptions exist but these ones are related to other kind of media such
as film and literature. TP was released around March 2009 but the data that I will discuss is
gathered recently, during November – December 2012. The wave of interest and the heat
associated with the launch had time to diminished and even cease. The developers
themselves wrote a postmortem blog post (Samyn, Harvey, 2010) where they explain what
went good and what went wrong with the game. They released a new product named Bientôt
l’été (Tale of Tales, 2012) —a game that carries their sigil— and TP was left alone.
TP started with its left foot in front as the software product was mistakenly promoted by
even its creators as a videogame. As shown above, while the interactive experience has
similarities with videogames, it shouldn’t be taken as one:
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“To classify Tale of Tales masterpiece of interactive adventure in storytelling artwork
as a game forces expectations on The Path and these expectations would do more
harm than good to this brilliant and memorable experience.”
(Edey, 2009)
While the authors did this because of marketing reasons it affected the image of the product
in front of the videogame community. In a later post, the designers mentions that some of
the decisions regarding the game-like aspects are there by accident, most likely because it
had to contained some game-like components since it was sold on videogames stores:
“But the score board at the end is really more of a bad joke. Don't worry about it too
much.”
“I confess that we only called it a horror game so it would fit in some category that
the games industry is familiar with.”
(MichaelSamyn, on Steam Users' Forums, 2011)
The way it was handled is that they tried to approach the community and to conduct the
discussion explaining what TP is really about. On the other hand, if they would have tried
to promote the experience as a piece of art it might have bounced on the art community
witch is even more pretentious than the gamming one:
“What freshman high school art class produced this?”
(Me, The A.V. Club, 2009)
The experience delivered by TP is inspired by versions of Little Red Riding Hood and it has
all the right to be analyzed by a community that engages with other forms of mediums, such
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as film and literature. After all, as Aarseth (2012) mentions, games are much more than
simple games. We just use this word to call a multitude of products that form the interactive
digital medium. Criticism from people that have knowledge in more traditional mediums
are to be considered fair, even though they question even the very nature of TP, the
interactivity:
“Is the experience of those cinematics that much better because you ran around the
woods for forty-five minutes bumping into things?
… All that said, kudos to the designers for embracing some genuinely "literary"
elements, like deep and profound ambiguity (and not just that trendy "moral
ambiguity").”
(Logoboros, The A.V. Club, 2009)
It seems that this user acknowledges and salutes the courage of Tale of Tales, but also
questions the validity of their design choices. It might seem a typical critique from someone
that prefers holding a book in her hands rather than a controller, but this is a very well
placed critique. It does not tolerate and does not forgive, but it speaks clear. This user would
not have feel frustrated if the designers would have made even better decisions into
engaging the player. Yet, two other users of the same community acknowledge the
importance of the interactive medium in this case:
“A big problem seems to be the "interactive" part; YOU, not some omniscient narrative
voice, push the little girls to their doom.”
(The Quirk, The A.V. Club, 2009)
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“…if the player weren't able to make those decisions and take all those actions, the
experience would be far less powerful. I felt like I got into the girls' heads to a small
but real extent. But without interactivity, it would just be a cautionary tale.”
(Chris Dahlen, The A.V. Club, 2009)
The above discussion was the most mature — both in the attitude but also in the quality of
the critique — discussion found on the web. It addresses both issues of interactivity and
also of the content, which demands at least a minimum knowledge in literature:
“…people were apparently asleep in literature class and don't understand that the
game is an allegory; I'm sure they are the sort who would be appalled at Plato, because
that bastard wanted to chain people up in a cave!”
(Einar, on TIGSource, 2009)
This comment found in a different source comes in response to many comments that
discuss TP in relation to sexual abuse. This theme was predominant on a few blogs. There
are plenty of such comments and even a full review on a popular web site (Burch, The
Destructoid, 2009). Two examples would look like this:
“Hmm... trailer was interesting, but then I took a look at one of the reviews. R***? I'll
pass - don't want to see that in a game :|”
(RMVX, on TIGSource, 2009)
“I can't believe you guys are actually interested in this game. Come on, it's a game in
which every ending is about getting raped, how artistic is that?”
(none, on TIGSource, 2009)
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Another response on the sexual abuse theme is addressing the core of the problem. The user
is not developing its own critical analysis of the product but uses a pre-constructed idea
that is easy to pick. A good example is the mocking of the female players by the male players.
I find it necessary to mention this part as well, because it spawns over a surprisingly large
area of the videogames community. The response from a member of the same community
is critiquing the abundance of offensive comments:
“So I guess we shouldn't be interested in Grand Theft Auto either because you can pick
up hookers and then kill them? :)”
(Paul Eres, on TIGSource, 2009)
The Game-like Issue
Until this point I have discussed mainly the reactions that the product provoked in regards
to its content. I also find it necessary to address the reception of TP in regards to the
gameplay element. This ties closely into the conventions and expectations of the
videogames community. When the tag of “videogame” was attached to this product it
became something that has to meet strict criteria. While TP is looking like a game from
outside, like a game that resembles a horror games such as Silent Hill (Konami Computer
Entertainment Tokyo, 2009), it certainly does not play like one:
“As horror it has little in common with other games of the genre, with no ‘‘monsters,’’
gore, or explicit violence. Instead, it employs a foreboding atmosphere, disturbing
imagery and unstated, off-camera violence to create a scene all the more unpleasant
because it is left to the player’s imagination.”
(Ryan & Costello, 2012, p. 113)
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As described in previous chapters, the game does not offer enough to satisfy a decent
gameplay, but still, a gamer would expect such a thing. Moreover the game breaks its own
rules and this creates even more ambiguity. There are no games that have no or
intentionality broken gameplay. This kind of opinion is a predominant one in most of the
forums, except two (the official forum and the forum where the users have an understanding
about film and literature that is superior to a typical gamer). Some typical comments would
look like this:
“I just kept moving forward and then there was a house and then it was over.
What was the point of that?”
(avoidobject, on TIGSource, 2009)
"And this is rather a problem. As a game, it's pretty boring."
(Tzsak, on IndieGames, 2009)
This predominant type of thinking is obviously one that can’t be used to fairly criticize TP.
The authors used well-known distribution channels such as Steam and other online shops
that sell videogames. All this shops promote videogames that are ease to categorize into
current genre typology such as FPS, adventure, horror, etc. Users expected the same thing
from TP without trying to make sense of it.
Partially, the disappointment was because of the expectations. Users expected to obtain a
short horror adventure game, as it was promoted and instead they got an excruciating slow
and broken game. This users did not tried to make sense of the experience maybe because
they did not seek for such a thing and because they do not have an appeal to it. But it is
clear that users also rejected the idea just because it does not follow the conventions and
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because it is not the most straight see-through story. Moreover there is also the risk of
misinterpreting the story in a simplistic way that promotes motifs such as sexual abuse and
cruelty, while
“The game works with the themes of the loss of innocence and awakening female
sexuality found in the original tale in a way that is confronting without ever being
gratuitous.”
(Ryan & Costello, 2012, p. 113)
A good response that addresses a known issue in today’s videogame community is showing
that if the user would have been rewarded with typical border-line sexual content as we see
in many MMOs for example, the user would have had a different opinion. This sarcastic
comment describes exactly this issue, by linking gameplay with sexual content reward.
“now i've collected all those flowery things and still she's dressed. not a game :(“
(krizzl0r, on TIGSource, 2009)
There are users that are part of the same community that responded to this kinds of
comments in a more mature way. They emphasized the values of the game through
engagement with the game and story. For example this comment shows the thought of a
person which went through the same process as an unsatisfied user but which managed to
pass this level of understanding.
“I liked The Path a lot. At the beginning I was even wondering why I liked it. The
controls where awkward, when walking it felt like slow motion, when running the
camera would pan so you could not see where you where going…”
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(hanzo, on IndieGames, 2009)
It is emphasized that a judgment based on pure mechanical aspects simply cannot reflect
the qualities of an experience such as TP. This user brings as an example Flower
(Thatgamecompany, 2008) to explain how meaningless the focus on mechanics is:
“It's a sad day when a game like this is judged purely on the most mechanical aspects.
The review reads more like a mainstream gamer trying to understand Flower than
anything else, the mechanics of the experience are looked upon and naught else.”
(Lucien, on IndieGames, 2009)
Even more precise, this user explains how he made sense of TP. The intensity of the
experience can be profound and tragic at time. It needs to be absorbed by actively
participating in the play of the story. Even though it is disturbing, Matt does not consider
that it is gratuitously offense:
“The Path’s theme of growing up through experience can be pretty profound at times,
but I also felt that there was an intense message of tragedy in it. The fact that it leaves
entirely up to you what happens between each girl and her wolf is brilliant, and to me
the most disturbing part of the game.”
(Matt "Steerpike" Sakey, on Tap-Repeatedly, 2009)
Even though there is a serious number of users that did not engage with the experience in
a pleasurable manner, there are also people which actively participated in the unfolding of
the story. The negative responses are partly justified by the misleading promotion lead by
the designers. The Path is not a game but has similarities to videogames. It is an interactive
experience that contains elements that resample a videogame. To purposefully name it a
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videogame brings offense to the product but also higher sales numbers. In parallel, the
designers subscribe themselves to the concept of “notgames,” on which websites there are
listed “notgames” such as TP, Bientôt l’été (Tale of Tales, 2012), Kairo (Locked Door Puzzle,
2012), Dear Esther (The Chinese Room, 2012) and Proteus (Ed Key and David Kanaga, 2012).
In The Path Post Mortem article the designers explain their decision and the difficulty that
they had with the non-game nature and the marketing of the project:
“On the one hand, we really want to create titles that show non-gamers how enjoyable
videogames can be. But on the other, ultimately, only gamers will buy our products. It
is difficult to resist the urge to give in and make our games more game-like. But if we
don’t explore the vast terrain outside of games, who will?”
(Harvey, Samyn, 2010)
Overall, the reactions on TP are highly polarized. The audience to which was promoted has
different expectations and while parts managed to cope with the different nature of the
product there were also serious negative reactions. The issue about the game-like
characteristics is not the only source for the negative reactions. The content of the
interactive experience suffered from the marketing decisions as well. The tragic nature of
TP and the story that tries to convey was often misinterpreted and translated into offense.
This negative impact reminds of the current issues related to gaming and gender. On the
other hand, the users that could immerse in the game reported unique experiences that
have not been meet before and is often associated with reading literature. Ultimately the
question is:
What is an interactive work of art that does not rely on competition, goals, rewards,
winning or losing?”
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(Samyn, 2010)
Conclusion
TP started with the left foot in front because the lack of finance. This is not characteristic
only to Tale of Tales but to many startup or indie studios. This resulted in week marketing
or better said a trick that the designers had to base their whole campaign on. TP was
promoted as a videogame even though the designers have had no intention into
transforming their game into one. This caused the target audience to react violently because
their expectations were not meet. It could have had a less hard impact if the designers would
have choose to promote the game in the most hones manner.
The videogame community proved that it was not completely ready to receive a new kind
of experience that is far from what videogame shops sell. The reactions reflected older issues
that the community has in regards to sexuality. It also shows how hard TP is to be digested.
The experience is bundled with story and symbolism that is not simple to pick. It requires
minimum knowledge of literature or at least of folk tales. TP was easily mistaken with an
offense while it tries to tell a folk tale, but through a contemporary medium.
The ambiguity does not come solely from the content but also from the way TP is meant to
be played. It requires the active participation and imagination of the user. The story is
constructed in the head of the participant and it is not presented on the screen. This is not
the status quo in gaming industry. The community had trouble adapting to such concept.
Ultimately, the most interesting aspect of this experiment, as the authors call it, is that a
new audience is emerging. An audience that has no prior knowledge about videogames and
cannot be mistaken as gamers. Because of the indie videogame studious that are willing to
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take risks new concepts appear and even though they are not all successful as a triple A
company they succeed in at least creating awareness of a new wave. Games like Minecraft
(Mojang, 2011) proved that huge success can be attained.
The release of their new product Bientôt l’été, proves that they are continuing their path in
delivering experience that by no means can be named videogames. Even so, both gamers
and non-gamers are interested in such concepts. This product is even more provocative in
regards to the game-like components as the only relation to a videogame is the use of a
computer and a controller.
The popularization of Game Studies as a field in universities and the continuous growth of
schools that open courses related to game design can only be a good thing. Scholars and
students analyze new ways of interacting and creating meaning that is not restricted to
existing models. For instance Hærfest (TECHNICALLY FINISHED, 2009) explores how is it
to be a bat from the perspective of a bat. There are countless examples of experiments that
are pushing the limits of the interactive medium. Ultimately, if an audience for new models
is not existing, than one will emerge.
Academic References
Aarseth, E. (2012). A Narrative Theory of Games. In Proceedings of the International
Conference on the Foundations of Digital Games (pp. 129–133).
Aarseth, E. J. (2007). I Fought the Law: Transgressive Play and The Implied Player. In B.
Akira (Ed.), Situated Play: Proceedings of the 2007 Digital Games Research
Association Conference (pp. 130–133). Tokyo: The University of Tokyo.
Bogost, I. (2010). A Slow Year (1st ed.). Open Texture.
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Dovey, J., & Kennedy, H. W. (2006). Interventions and Recuperations? In Game
Cultures: Computer Games as New Media (pp. 123–143). McGraw-Hill
International.
Huizinga, J. (1971). Homo Ludens: A Study of the Play-Element in Culture. Beacon
Press.
Jenkins, H. (2011). Interactive Audiences? The “Collective Intelligence” of Media Fans.
Juul, J. (2011). Half-Real: Video Games between Real Rules and Fictional Worlds. The
MIT Press.
Ryan, M., & Costello, B. (2012). My Friend Scarlet: Interactive Tragedy in The Path.
Games and Culture, 7(2), 111–126.
Schechner, R. (2006). Play. In Performance Studies: An Introduction (2nd ed., pp. 89–
122).
Steinkuehler, C. (2006). The Mangle of Play. Games and Culture, 1(3), 199–213.
Stenros, J., & Waern, A. (2011). Games as Activity: Correcting the Digital Fallacy.
Videogame Studies: Concepts, Cultures and Communication. Inter-Disciplinary
Press, Oxford.
Sutton-Smith, B. (1997). The Ambiguity of Play.Harvard University Press.
Games References
Ed Key & David Kanaga. (2012). Proteus. Ed Key & David Kanaga.
Locked Door Puzzle. (2012). Kairo. Locked Door Puzzle.
Mojong. (2011). Minecraft. Mojong.
Tale of Tales. (2009). The Path. Tale of Tales.
Tale of Tales. (2012). Bientôt l’été. Tale of Tales.
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TECHNICALLY FINISHED. (2009). Haerfest. The Netherlands: NHTV University of
Applied Sciences of Breda.
thechineseroom. (2012). Dear Esther. thechineseroom.
Community References
Burch, A. (2009). Tale of Tales’ The Path costs $10, and a lot of patience - Destructoid.
The Destructoid. Retrieved from http://www.destructoid.com/tale-of-tales-the-
path-costs-10-and-a-lot-of-patience-125579.phtml
Edey, B. (2009). The Path. Game Focus. Retrieved from
http://www.gamefocus.ca/articles/410.html
Review: The Path. (2009). Tap-Repeatedly. Retrieved February 6, 2013, from http://tap-
repeatedly.com/2009/05/the-path/
Samyn, M. (2010). Not a manifesto. Notgames Blog. Retrieved from
http://notgames.org/blog/2010/03/19/not-a-manifesto/
Samyn, M., & Harvey, A. (2010, March). The Path Post Mortem. Tale of Tales Blog.
Retrieved from http://tale-of-tales.com/blog/the-path-post-mortem/
The Path. (2009a). Steam Users’ Forums. Retrieved February 6, 2013, from
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