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Gaming and Dynamic Real-time Hermeneutics Print E-mail
Written by Ninox   
Tuesday, 15 August 2006

As I read through conference papers and books I occasionally strike concepts that strike me as preposterous on the first read and surprisingly interesting on the second.

Thus it was the other day while reading Espen Aarseth’s paper on Playing Research: Methodological Approaches to Game Analysis that I came across the idea that we as gamers are practising dynamic real-time hermeneutics.
After my first jargon-resistant reaction, when yes I needed to look up hermeneutics (which the Shorter Oxford defines as the branch of knowledge that deals with theories of interpretation), I began to think that there was something interesting about this after all. So what is dynamic real-time hermeneutics as far as gamers are concerned? Put simply, interpreting the game as you play it, in an active and changing way.

Espen Aarseth, a influential computer games researcher at the University of Copenhagen, notes that progressing in a computer game is a learning experience in which you have to experiment with different methods and stratagems. He went on to point out that playing games, unlike traditional media, “requires analysis practised as performance with direct feedback from the system” and this is what he observes as a dynamic real-time hermeneutics.

This means that in order to play the game you must analyse the game and in order to analyse the game you must play the game and while this is happening the game gives you feedback that helps you analyse and play the game. In essence the game evaluates your performance. Play badly and die, play well and live. As Aarseth observes:

“Game analysis is not just a critical/theoretical
practice: gamers do it all the time ”

The hermeneutic circle then becomes the range of sources that proliferate around videogames. Official web-site, walkthroughs, reviews and fan sites become part of the loop. Your very own TOG forums is thus shown to be part of the hermeneutic circle.

While Aarseth was not using the word hermeneutics in the sense of a specific theory of interpretation (and ignores the baggage this one word obtains from philosophy) I like to think we all have our own theory of gaming. We all have ideas on how we should play each game, what entails cheating, which tactics are better than others, what classes rock and what stinks in games. We all have our own interpretation not only of each game but of games in general.

Beyond a nice piece of jargonising (the next time someone asks why you play videogames try answering: dynamic real-time hermeneutical research) what attracted me to the concept was the twin corollary that games researchers must be gamers and that gamers are researchers. Yet it seems to also say that both gamers and game researchers are evaluated by the very thing we play. Who else finds being judged by an inanimate program weird?




Espen Aarseth. Playing Research: Methodological approaches to game analysis, RMIT Melbourne, MelbourneDAC 2003. Page 5 - 6.
http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf

 

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Ninox
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Last Updated ( Wednesday, 16 August 2006 )
 
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