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Games as Conversation
Proceedings of the AAAI Artificial Intelligence and Interactive Digital Entertainment Conference
We present a metaphor through which to study games: games as conversation, which casts gameplay as a communicative exchange between player and game. We propose to view aspects of gameplay as speech acts, as defined by Austin and Searle, and we present several examples that illustrate the diverse locutionary, illocutionary, and perlocutionary acts present in the design of digital games. Through our perspective, we are able to cast problems relevant to the interactive entertainment community asdoi:10.1609/aiide.v10i4.12753 fatcat:4stvejlzljhjpi2w4y6udltuxa