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The Challenge of Managing Affordances in Computer Game Play

The Challenge of Managing Affordances in Computer Game Play

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HUMAN IT REFEREED SECTION<br />

ration to account for complex affordances. <strong>The</strong> others largely deviate from<br />

the orig<strong>in</strong>al concept. Norman (1988), for <strong>in</strong>stance, only takes “half the<br />

system” <strong>in</strong>to account, focus<strong>in</strong>g on the objects and their properties. His<br />

early mixed use <strong>of</strong> terms was the start<strong>in</strong>g po<strong>in</strong>t that lead to the upshot <strong>of</strong><br />

all the different k<strong>in</strong>ds <strong>of</strong> uses and conceptualisations <strong>of</strong> “affordances”<br />

seen now. However, <strong>in</strong> Gibson’s perspective, there is affordance (which<br />

either exists or not) and <strong>in</strong>formation that specifies the affordance (which<br />

sometimes can be misperceived), and they are always relative to the agent’s<br />

action capabilities. This means that no matter how many different k<strong>in</strong>ds<br />

<strong>of</strong> (cognitive, functional, or whatever) affordance labels we <strong>in</strong>vent for different<br />

k<strong>in</strong>ds <strong>of</strong> phenomena, they are actually not real affordances, at least<br />

not <strong>in</strong> the Gibsonian sense. <strong>The</strong> question is, if we are to keep the affordance<br />

concept as valuable as it actually is, as a concept that addresses the<br />

reciprocal agent-environment relationship, would not we be better <strong>of</strong>f<br />

f<strong>in</strong>d<strong>in</strong>g and us<strong>in</strong>g other concepts for phenomena that really are not affordances<br />

<strong>in</strong> the Gibsonian sense? If not, it may be difficult to get out <strong>of</strong> the<br />

present conceptual quagmire we now f<strong>in</strong>d ourselves <strong>in</strong>.<br />

Previously, we mentioned that Gibson did mention mediated or second-hand<br />

knowledge, which suggests that previous knowledge <strong>of</strong> conventional<br />

ways <strong>of</strong> us<strong>in</strong>g an object affects our ways <strong>of</strong> us<strong>in</strong>g it. We also<br />

discussed, <strong>in</strong> the first case where the player tries to pass through the door,<br />

that she somehow knows she needs to push a button, even though <strong>in</strong> reality<br />

there is no affordance for such an action with<strong>in</strong> the virtual environment.<br />

To expla<strong>in</strong> such knowledge, we need additional conceptions, besides<br />

affordance. In our view, computer game research could f<strong>in</strong>d <strong>in</strong>spiration<br />

for explanations <strong>of</strong> such knowledge and other game play behaviours<br />

<strong>in</strong> theories and concepts available <strong>in</strong> situated/embodied/distributed cognition<br />

or socio-cultural studies that emphasise the roles <strong>of</strong> both the social<br />

and the material sides <strong>of</strong> human activities (Clark 1997; Rog<strong>of</strong>f 2003).<br />

Other conceptualisations that focus on agent-environment relationships<br />

could also prove useful, such as Heidegger’s “equipment” and von Uexküll’s<br />

“functional tone” (for a detailed discussion on these, and Gibson,<br />

see Susi & Ziemke 2005). It is now time to consider how the player actually<br />

knows what is required <strong>in</strong> order to approach and (try to) pass through<br />

the door.<br />

96

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