Pacman’s Canon in C#: A Quantum Interpretation of Video Game Canon

Pacman’s Canon in C#: A Quantum Interpretation of Video Game Canon The topic of what constitutes canon with a video game is an under-explored topic in critical discussion. We rely, as a field, on largely intuitive and insubstantial parameters for the elements that we choose to analyse. This paper outlines the role of canon in the creation of popular media franchises, and the specific complexities that arise from treating video games as part of the same broad spectrum as more passive media such as books and movies. It puts forward a theory of canonicty that allows for all expression of player agency to be canonical simultaneously for the purposes of analysis and discussion—this is a kind of quantum interpretation. It concludes with an argument as to why what we consider to be viable canonical elements within video games must be tightly constrained if we are to give ourselves the best intellectual base from which to function. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png The Computer Games Journal Springer Journals

Pacman’s Canon in C#: A Quantum Interpretation of Video Game Canon

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Publisher
Springer New York
Copyright
Copyright © 2017 by The Author(s)
Subject
Computer Science; Computer Science, general
eISSN
2052-773X
D.O.I.
10.1007/s40869-017-0036-5
Publisher site
See Article on Publisher Site

Abstract

The topic of what constitutes canon with a video game is an under-explored topic in critical discussion. We rely, as a field, on largely intuitive and insubstantial parameters for the elements that we choose to analyse. This paper outlines the role of canon in the creation of popular media franchises, and the specific complexities that arise from treating video games as part of the same broad spectrum as more passive media such as books and movies. It puts forward a theory of canonicty that allows for all expression of player agency to be canonical simultaneously for the purposes of analysis and discussion—this is a kind of quantum interpretation. It concludes with an argument as to why what we consider to be viable canonical elements within video games must be tightly constrained if we are to give ourselves the best intellectual base from which to function.

Journal

The Computer Games JournalSpringer Journals

Published: May 22, 2017

References

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