138 PLAYING IN 7D: AN ACTION-ORIENTED FRAMEWORK FOR VIDEO GAMES (A SUMMARY) PEDRO CARDOSO MIGUEL CARVALHAIS ID+ / Faculty of Fine Arts, ID+ / Faculty of Fine Arts, University of Porto, Portugal University of Porto, Portugal
[email protected] [email protected] This paper is summary of our Ph.D. thesis, a work that proposes Keywords an analysis on the player-game system relationship through the Action perspective of an action-oriented framework. This framework is Chronology Depth centred on the existence of actors, which are the entities through Design which action is enacted in the game, and in which the player and Framework the game system are a part of. The grounding principles of this Focus framework are seeded on a transition of action into experience, Responsiveness Thinking and Actuation based on communicational systems that structure the dynamic Transcoding formation of networks of actors from which distinct behaviours Traversal emerge, which, in their turn, promote the enactment of diverse Video Games sequences of events establishing narrative, which is a source of experience of the player. Chronology, responsiveness, thinking and actuation, transcod- ing, focus, depth, and traversal are the 7 dimensions we unveiled by focusing on the relationship of the player-game system pair through the lens of this action-oriented framework, a framework that, despite seeing both as actors, is able to consider their dis- tinct natures and roles. We do not consider this work to be an ultimate theory of action. Above all, it is a proposal that video games can be regarded as 2016. xCoAx action-based artefacts, a call to awareness for game designers .org that when designing for action they are working with the funda- ments on which video games are built upon.