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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 />

She has to learn that push<strong>in</strong>g the arrow keys has an effect on Guybrush’s<br />

movements <strong>in</strong> the game. She has to learn that those arrow keys are connected<br />

to Guybrush <strong>in</strong> the game s<strong>in</strong>ce the guy does not have an affordance<br />

such as “movable with arrow keys” or “controllable with arrow keys”;<br />

what she has to learn is that a game character can be moved <strong>in</strong> a game<br />

and she also has to learn how to do this.<br />

<strong>The</strong> keys themselves, <strong>of</strong> course, have an affordance, the affordance<br />

“push-able”, but the arrows on those keys reflect a cultural convention;<br />

we have learned that an arrow po<strong>in</strong>t<strong>in</strong>g <strong>in</strong> a certa<strong>in</strong> direction has a specific<br />

mean<strong>in</strong>g, which <strong>in</strong> this case means “go<strong>in</strong>g forward”, “go<strong>in</strong>g backwards”,<br />

“go<strong>in</strong>g to the left”, and “go<strong>in</strong>g to the right”. This also clearly demonstrates<br />

how our perception is affected by contextual aspects, which<br />

are closely related to our actions. Those same arrow keys have somewhat<br />

different mean<strong>in</strong>gs <strong>in</strong>, say, Micros<strong>of</strong>t Word; while we wrote this article<br />

those arrows meant, e.g., “one l<strong>in</strong>e up”, “one l<strong>in</strong>e down”, “one letter to<br />

the left”, and “one letter to the right”. And even <strong>in</strong> EfMI, the mean<strong>in</strong>g<br />

<strong>of</strong> those arrows can change; every time she looks at the objects she has<br />

collected dur<strong>in</strong>g the game (Figure 2), the arrows mean “one object to the<br />

left” or “one object to the right”. Obviously, we cannot talk about affordances<br />

here. “Push-able”, on the other hand, is an affordance and it<br />

rema<strong>in</strong>s the same <strong>in</strong> all computer applications, be it Micros<strong>of</strong>t Word or a<br />

game like EfMI. This is what Gibson (1986) meant by “<strong>in</strong>variant affordances”:<br />

the affordance <strong>of</strong> an object is always the same, no matter what we<br />

do, but depend<strong>in</strong>g on what we do, we may perceive different affordances.<br />

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