Game Design: Theory and Practice
Game Design: Theory and Practice
Defining grief play in MMORPGs: player and developer perceptions
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Avatars, characters, players and users: multiple identities at/in play
Proceedings of the 24th Australian Computer-Human Interaction Conference
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The term 'metagaming' is widely used to describe a variety of conceptually difficult activities associated with game play. This wide use has lead to a conceptual overload of the term, mitigating its potential use for game studies. This paper will suggest two new terms to use, 'orthogame and 'paragame', in conjunction with a more clearly defined notion of 'metagame'. We argue that these new terms have the potential to be highly useful for defining and understanding peripheral play activities common in modern digital games. We apply this new vocabulary to a variety of play practices in EVE Online to illustrate its strength for analysing and defining play practices.