On the playing of video games

Of the two words involved in the concept of “video games”, “games” have traditionally received a substantially larger attention than “video”. See, for instance Atkins and Krzywinska (2007), Flanagan (2009), Isbister (2016), Juul (2005), Huizinga (1949), de Koven (2013), Pearce (2009), Schmidt (2018), Taylor (2006) or Wittgenstein (1953). However, the “video” component also requires its theoretical due

A video is a device for encoding and decoding video tapes




Atkins, B., & Krzywinska, T. (ed) (2007). Videogame, player, text. Manchester: Manchester University Press.

Flanagan, M. (2009). Critical play: radical game design. Cambridge, Mass.: MIT Press.

Isbister, K. (2016). How games move us: emotion by design. Cambridge, Mass.: MIT Press.

Juul, J. (2005). Half-real: video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press.

Huizinga, J. (1949). Homo ludens: a study of the play-element in culture. London: Routledge & Kegan Paul.

de Koven, B. (2013). The well-played games: a player’s philosophy. Cambridge, Mass.: MIT Press

Pearce, C. (2009). Communities of play: emergent cultures in multiplayer games and virtual worlds. Cambridge, Mass.: MIT Press.

Schmidt, M. (2018). Gotta go fast: measured rationalities and rational measurements in the context of speedrunning. Master Thesis: Örebro University.

Taylor, T. L. (2006). Play between worlds: exploring online game culture. Cambridge, Mass.: MIT Press.

Wittgenstein, L. (1953). Philosophical investigations. Oxford: Blackwell.

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