
Editors’ Introduction to the Special Issue
Author(s) -
Frans Mäyrä,
Katriina Heljakka,
Anu Seisto
Publication year - 2014
Publication title -
todigra
Language(s) - English
Resource type - Journals
eISSN - 2328-9422
pISSN - 2328-9414
DOI - 10.26503/todigra.v1i3.30
Subject(s) - metagaming , computer science , quality (philosophy) , video game design , game design , human–computer interaction , game mechanics , multimedia , game theory , epistemology , non cooperative game , mathematics , simultaneous game , mathematical economics , philosophy
Even while digital games have meant a major transformation for the landscape of games and play, it can also be argued that all games are always also physical – or hybrid – by their nature. With traditional board or card games, for example, it is obvious that the tactile quality, materials and design of game boards, cards and playing pieces contribute to the look and feel of the game. And yet it is also equally clear that the physical characteristics of chess pieces, for example, do not contribute to the dynamics of game play in chess in a similar way as the rules of chess do. However, if the chess pieces are designed in non-conventional ways, like by making them very heavy, huge in size, or slippery, for example, the role of physical dimensions is again brought to the forefront of our game experience.