![]() By contrast, chess is all about the intellectual challenge. Boxing, for example, is a sport where the intellectual challenge is negligible it's all about physical challenge. In video games, as in sports in general, this challenge can exist in two forms: physical or intellectual. ![]() Challenging video games, as well as sports, offer players and spectators "opportunities to immerse themselves in the realm of presence", as Hans Gumbrecht wrote in In Praise of Athletic Beauty (2006).įrom left to right: Hans Ulrich Gumbrecht at Stanford University (2019) Age of Empires II: Rise of the Rajas (2016), by Microsoft. Video games less focused on deep symbolic representation and more on an interactive challenge are cases in which what is most interesting is not the exercise of hermeneutics (the interpretation of meanings) but in its materiality and presence. This component in video games tends to bring them closer to sports that can be played with a single player or with many players. The challenge design in a video game plays an interesting role in making the player engage in events that are "outside the real world" and the laws of nature but still obey certain rules of the game. Some games have a greater representative focus (with more elaborate plots, for example), while others have a greater focus on challenge, which can be physical and/or intellectual. What is intellectual difficulty?Īs we have known since at least Homo Ludens (1938), by Johan Huizinga, games (in general, not just video games) can be analyzed in two ways: for what they represent and for the challenge they provide.
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