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Trellis and Vine: Weaving Function and Fiction in Videogame Play

Department of Cinematic Arts and the Public Humanities in a Digital World Cluster, University of Iowa, Iowa City, IA 52242, USA
Received: 1 July 2018 / Revised: 1 August 2018 / Accepted: 10 August 2018 / Published: 17 August 2018
(This article belongs to the Special Issue Gaming and the Arts of Storytelling)
Full-Text   |   PDF [238 KB, uploaded 17 August 2018]


This paper reviews and synthesizes ideas in the philosophy of play and relevant psychology research in order to address videogame medium specificity, with particular focus on the notion of videogame play as simultaneously “rule-bound” and “make-believe.” It offers the sustained analogy of “trellis and vine” for provisionally sorting through the tangle (the “mess” or “assemblage”) of function and fiction in games. View Full-Text
Keywords: gaming; videogames; play; fantasy; psychology gaming; videogames; play; fantasy; psychology
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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Goetz, C. Trellis and Vine: Weaving Function and Fiction in Videogame Play. Arts 2018, 7, 41.

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