ã¤ã§ã¹ãã¼ã»ã¦ã¼ã«ããã¼ããªã¢ã«ãï¼æ¾æ°¸ä¼¸å¸è¨³ããã¥ã¼ã²ã¼ã ãºãªã¼ãã¼ï¼ã®ç¬¬2ç« ããããªã²ã¼ã ã¨å¤å ¸çã²ã¼ã ã¢ãã«ãã®ç¬¬4段è½ãèªã¿ã¾ãã
â ã¡ã¢ã©ã³ãã ï¼ï¼ç¬¬2ç« ç¬¬4段è½ï¼å®ç¾©ããã¹ãããããã«
ï¼ï¼ï¼ï¼å®ç¾©ããã¹ãããæ¹æ³
ãã¼ãã¼ãã»ã¹ã¼ãï¼Suits 1978ï¼ãå®éã«ãã£ã¦ããããã«ãã²ã¼ã ã®å®ç¾©ã®è¯ãæªãã測ããã£ã¨ãåç´ãªæ¹æ³ã¯ããã®å®ç¾©ãåºããããçããããããªããã確ããããã¨ã ã
ï¼é¦è¨³40ãã¼ã¸ï¼åæ¸p. 28ï¼
Â
ããã§ã¦ã¼ã«ãåç §ãã¦ããã®ã¯æ¬¡ã®è«æã
â Bernard Suits, âTricky Triad: Games, Play, and Sport,â In Philosophic Inquiry in Sport, 2nd edition., edited by William J. Morgan and Klaus V. Meier, 16-22. Human Kinetics, 1995.
ããã«ã¤ãã¦ã¯ãå¾ã§å¥éè¿°ã¹ããã¨ã«ããããã¨ããããããã§ã®èª²é¡ã¯ãã²ã¼ã ã®å®ç¾©ãã©ãè©ä¾¡ã§ããããã¨ãããã¨ã ã
Â
ä¾ã«ãã£ã¦åæãèªåã§ãè¦ã¦ãããã
As demonstrated by Bernard Suits (1978), the simplest way to test a game definition is to test it for being either too broad or too narrow.
Â
ãã¼ãã¼ãã»ã¹ã¼ãï¼Bernard Suits, 1978ï¼ã説æãã¦ã¿ããããã«ãã²ã¼ã ã®å®ç¾©ããã¹ããããªããæãç°¡åãªããæ¹ã¯ããã®å®ç¾©ããã¾ãã«ãåºããããããã¾ãã«ãçããããããªããã©ããã試ããã¨ã ã
ï¼åæ¸p. 28ï¼
Â
ããã«ãã¦ããå®ç¾©ãåºãããï¼çãããã¨ã¯ãã©ã®ãããªãã¨ãããããã¯ãå®ç¾©ã®é©åãã¨ã¯ãã©ã®ããã«ãã¦è©ä¾¡ã§ããã ãããã
ãã®åãã念é ã«ä»¥ä¸ãèªãã§ã¿ãã
Â
ï¼ï¼ï¼ï¼å®ç¾©ããã¹ãããããã®åæºå
å®ç¾©ãæ示ããã¾ãã«ããã®ãã¹ãããããªããããã«æ¬¡ã®ããã«åæãã¦ããããQuake III Arenaãï¼ID Software 1999ï¼ããDance Dance Revolutionãï¼ã³ãã 2001aï¼ããã§ãã«ã¼ããã§ã¹ããµãã«ã¼ãããã¹ããã¼ãããããã¯ãã¹ã¦ã²ã¼ã ã ããThe Simsãï¼Maxis 2000ï¼ããSimCityãï¼Maxis 1989ï¼ã®ãããªçµããããªãã²ã¼ã ãã®ã£ã³ãã«ãç´ç²ã«éã¾ããã®ã²ã¼ã ããããã¯ã²ã¼ã ã¨éã²ã¼ã ã®å¢çç·ä¸ã®ãã®ã ã交éãæ¦äºããã¤ãã¼ããã¹ããã£ã¯ã·ã§ã³ãç¸ãã®ãªãèªç±ãªéã³ããªã³ã°ã»ã¢ã»ãªã³ã°ã»ãªã¼ã»ãã¼ã¼ãºããããã¯ã²ã¼ã ã§ã¯ãªãã
ï¼é¦è¨³40ãã¼ã¸ï¼åæ¸p. 28ï¼
Â
ã¦ã¼ã«ã¯ãå ·ä½ä¾ãããã¤ãé¸ãã§ãããããã²ã¼ã ãã²ã¼ã ã§ã¯ãªãããåºå¥ãã¦ã¿ãã¦ãããåé¡ã¯3ã¤ã
ã»ã²ã¼ã
ã»ã²ã¼ã ã¨éã²ã¼ã ã®å¢çç·ä¸ã«ãããã®
ã»ã²ã¼ã ã§ã¯ãªããã®
ç¹ã«ç´ãã¯ãªãã¨æãã
Â
åæãè¦ã¦ãããã
To set up the test before the definition, I will assume that Quake III Arena (ID Software 1999), Dance Dance Revolution (Konami 2001), checkers, chess, soccer, tennis, and Hearts are games; that open-ended games such as The Sims (Maxis 2000) and SimCity (Maxis 1989), gambling, and games of pure chance are borderline cases; and that traffic, war, hypertext fiction, freeform play, and ring-a-ring oâ roses are not games.
å®ç¾©ã®åã«ãã¹ããè¨å®ãããã次ã®ããã«ä»®å®ããããQuake III Arenaãï¼ID Software 1999ï¼ããDance Dance Revolutionãï¼ã³ãã 2001aï¼ããã§ãã«ã¼ããã§ã¹ããµãã«ã¼ãããã¹ããã¼ãã¯ã²ã¼ã ããThe Simsãï¼Maxis 2000ï¼ããSimCityãï¼Maxis 1989ï¼ã®ãããªçµããããªãã²ã¼ã ãã®ã£ã³ãã«ãã¾ã£ããéã¾ããã®ã²ã¼ã ã¯å¢çä¾ã交éãæ¦äºããã¤ãã¼ããã¹ããã£ã¯ã·ã§ã³ãèªç±å½¢å¼ã®éã³ãããªã³ã°ã»ã¢ã»ãªã³ã°ã»ãªã¼ã»ãã¼ã¼ãºããæãéæ¯ãã¯ã²ã¼ã ã§ã¯ãªããããã®ããã«ä»®å®ãã¦ãããã
ï¼åæ¸p. 28ï¼
Â
ã¤ã¾ããã¦ã¼ã«ã®å®æã¨ãã¦ãã®ããã«åé¡ãããã¨ããããã§ããããå¾ã§å®ç¾©ãããéããã®å®æã«ã©ã®ç¨åº¦åãããåããªãããã¨ãããã¹ãããããã¨ãããã¨ã§ããã
a) å®æã«ããã²ã¼ã ã¨ã²ã¼ã ã§ã¯ãªããã®ã®åºå¥ã»åé¡
b) ã²ã¼ã ã®å®ç¾©
c) å®ç¾©ã®æ¤è¨¼ï¼å®ç¾©ï¼bï¼ã¯ã©ãã¾ã§å®æï¼aï¼ã説æããã
ã¨ãã次第ã
Â
ï¼ï¼ï¼ï¼å®ç¾©ã®è¦ä»¶ã¨å¢çä¾
ã²ã¼ã ã®å®ç¾©ã¯ãã²ã¼ã ã®éåã®å å´ã«ãããã®ã¨å¤å´ã«ãããã®ãåºå¥ã§ããªããã°ãªããªãããããã«å ãã¦ãããã¤ãã®äºä¾ãå¢çç·ä¸ã®ãã®ã«ãªãã®ã¯ãªããªã®ããã¾ãã©ãããç¹ã§ãããªã®ãã詳ãã説æã§ããªããã°ãªããªããå¢çäºä¾ã®åå¨ã¯ããããããã§ããçç±ã¨ãã®ããæ¹ã«ã¤ãã¦èª¬æã§ãããããã¯ãå®ç¾©ã®é£ç¹ã«ã¯ãªããªãã
ï¼é¦è¨³40ãã¼ã¸ï¼åæ¸p. 28ï¼
Â
ããã§è¿°ã¹ããã¦ããã®ã¯ãã²ã¼ã ã®å®ç¾©ã«æ±ããããæ¡ä»¶ã§ããã
ã»ã²ã¼ã ã¨ãã以å¤ãåºå¥ã§ãããã¨ã
ã»å¢çä¾ã説æã§ãããã¨ã
Â
åæã¯æ¬¡ã®ã¨ããã
The definition should be able to determine what falls inside from what falls outside the set of games, but also to explain in detail why and how some things are on the border of the definition. The existence of borderline cases is not a problem for the definition as long as we are able to understand why and how something is a borderline case.
Â
ãã®å®ç¾©ã¯ãã²ã¼ã ã®éåã«å ¥ããã®ã¨å ¥ããªããã®ãåºå¥ã§ãããã®ã§ãªããã°ãªããªãããã ãåæã«ããã®å®ç¾©ã¯ããããã®ããã®å®ç¾©ã«ããã¦å¢çã«ä½ç½®ããã¨ããããããã¯ãªããªã®ããã©ã®ããã«ãã¦ãªã®ãããããããã¨ã詳ãã説æã§ãããã®ã§ãªããã°ãªããªãããå®ç¾©ã«ãã£ã¦ãå¢çä¾ãç¾ããã®ã¯ããã®å®ç¾©ã«ã¨ã£ã¦åé¡ã§ã¯ãªãããããã®ãå¢çä¾ã«ãªãã®ã¯ãªããªã®ããã©ã®ããã«ãã¦ãªã®ããåããããããã°ã
Â
ããã§ã¯ãåé¡ããæ¤è¨ããã¦ããã
ãªã«ããåé¡ããæãåºå¥ããæããã®åºå¥ã®ä»æ¹ã«ãã£ã¦ã¯ãã¾ãåé¡ã§ããªããã®ãåºã¦ããããããä¾ãã°ãåç©ã®åé¡ã«ãããã«ã¢ããã·ã®ããã«ã
åé¡ã¨ã¯ãèª ã«åä»ã§é¢ç½ãå¶ã¿ã ãçæ³ãããã°ãåé¡ã«ãã£ã¦åºå¥ãããå ¨å¯¾è±¡ç©ãå¤æãã¦ããã®ãæã¾ããããã ããã²ã¼ã ã¨ã²ã¼ã 以å¤ãåºå¥ããå ´åã人ãã²ã¼ã ã§ããã¨èãããã®ãå ¨é¨åæã§ããã°ãããã¨ããããã§ã¯ãªãããã²ã¼ã ã§ã¯ãªããã®ãã¨åºå¥ããããã®ã«ã¤ãã¦ãããã¯ãå ¨é¨åæããå¿ è¦ããããããåé¡ã®å¯¾è±¡ç©ããã¹ã¦åæã§ããã°ããããå ¨ã¦ã«å ±éããæ§è³ªãªããæ½åºããã°ããããã
ââã¨ã¯ãããã¾ã§ãçæ³ã®è©±ã
å®éã«ã¯ãç§ãã¡ã¯æéã®æéãè³æºããããããã¦ãæéã®å¯¾è±¡ãè¦ç¥ããã¨ãã§ããã°ãããããããæéã®çµé¨ã対象ç©ã®ä¸é¨ã«ã¤ãã¦ã®çµé¨ããã¨ã«ãã¦ããã¦ãããã§ããªãã¨ãããã¨ããã©ããã£ã¦ããé©åãªåé¡ãæ½ããã ãããããããåé¡ã«ããã課é¡ã§ããã¨æãã
ããã¦ã身ãèããªããã¨ãè¨ã£ã¦ãã¾ãã°ãåé¡ã¨ã¯ãã®ã®è¦æ¹ã§ããã人éã®èº«ããããã°ãè¤éå¤æ§ãªå¯¾è±¡ç©ãããªãããã®è¦æ¹ã«ãã£ã¦åé¡ããææ¡ããããããããããåé¡ã®ç®çã¨è¨ã£ã¦ãããã ããã
Â
â é¢é£ãªã³ã¯
âæ¥æ社ä¼å¦ > ãã¤ã§ã¹ãã¼ã»ã¦ã¼ã«ããã¼ããªã¢ã«ãèªæ¸ä¼ã
ãhttp://socio-logic.jp/events/201706_Half-Real/
Â
â é¢é£æç®Â
ãã¼ããªã¢ã« âèå®ã®ããã ã®ãããªã²ã¼ã
- ä½è : ã¤ã§ã¹ãã¼ã»ã¦ã¼ã«,æ¾æ°¸ä¼¸å¸
- åºç社/ã¡ã¼ã«ã¼: ãã¥ã¼ã²ã¼ã ãºãªã¼ãã¼
- çºå£²æ¥: 2016/09/30
- ã¡ãã£ã¢: åè¡æ¬
- ãã®ååãå«ãããã° (7件) ãè¦ã
Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (English Edition)
- ä½è : Jesper Juul
- åºç社/ã¡ã¼ã«ã¼: The MIT Press
- çºå£²æ¥: 2011/08/19
- ã¡ãã£ã¢: Kindleç
- ãã®ååãå«ãããã°ãè¦ã
- ä½è : Klaus V. Meier,William J. Morgan
- åºç社/ã¡ã¼ã«ã¼: Human Kinetics Pub
- çºå£²æ¥: 1995/08
- ã¡ãã£ã¢: ãã¼ãã«ãã¼
- ãã®ååãå«ãããã° (1件) ãè¦ã
åé¡ã¨ããææ³ (æ°æ½®é¸æ¸)
- ä½è : æ± ç°æ¸ 彦
- åºç社/ã¡ã¼ã«ã¼: æ°æ½®ç¤¾
- çºå£²æ¥: 1992/11/01
- ã¡ãã£ã¢: åè¡æ¬
- è³¼å ¥: 5人 ã¯ãªãã¯: 21å
- ãã®ååãå«ãããã° (18件) ãè¦ã
åé¡æèã®ä¸ç (è¬è«ç¤¾ç¾ä»£æ°æ¸)
- ä½è : ä¸ä¸ä¿¡å®
- åºç社/ã¡ã¼ã«ã¼: è¬è«ç¤¾
- çºå£²æ¥: 2009/09/17
- ã¡ãã£ã¢: æ°æ¸
- è³¼å ¥: 15人 ã¯ãªãã¯: 218å
- ãã®ååãå«ãããã° (172件) ãè¦ã
Â
Â
Â
Â
Â
Â