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Like the fact that mentioning the rules of a game can make it sound dull, the idea of a definition may sound limiting but it is really the opposite. In fact, to define games is to create what Douglas Hofstadter (1985) has termed a productive set. An example of a productive set is the set of all shapes that represent the letter A, where the mere description of the properties of the set help show how the set can be expanded. Having described all possible Aâs makes it much easier to come up with new typographical designs for the letter A. Having a definition of games also points to how we can create new kinds of âgamesâ that try new things that games have not tried before. It is easier to break the rules once you are aware of them.
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Half-Real: Video Games between Real Rules and Fictional Worlds (MIT Press) (English Edition)
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- åºç社/ã¡ã¼ã«ã¼: The MIT Press
- çºå£²æ¥: 2011/08/19
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