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dc.contributor.authorJørgensen, Kristine
dc.contributor.authorMortensen, Torill Elvira
dc.date.accessioned2022-11-15T14:22:44Z
dc.date.available2022-11-15T14:22:44Z
dc.date.created2022-03-01T12:20:59Z
dc.date.issued2022
dc.identifier.issn1555-4120
dc.identifier.urihttps://hdl.handle.net/11250/3031973
dc.description.abstractIn debates concerning videogames and the freedom of expression, two lines of argumentation have traditionally been put forward: That games express ideas and for this reason are entitled to the same protection as other expressive media or that their interactive nature makes them different in how they reflect the world compared to other media. This paper adds nuance to this discussion through two arguments. First, we argue that videogames cannot be understood as mainly expressive or interactive, but that these characteristics must be understood in tandem if we are to understand the role of videogames in culture and society, connected by the player. Second, we argue that play and playfulness are ignored in debates about videogames and the freedom of expression, and that attention towards the playful aspects offers a better view of how videogames differ from other media and what this means for the status of expressions in videogames.en_US
dc.language.isoengen_US
dc.publisherSAGEen_US
dc.titleWhose Expression is it Anyway? Videogames and the Freedom of Expressionen_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionacceptedVersionen_US
dc.rights.holderCopyright 2022 the authorsen_US
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode2
dc.identifier.doi10.1177/15554120221074423
dc.identifier.cristin2006666
dc.source.journalGames and Cultureen_US
dc.source.pagenumber997-1014en_US
dc.identifier.citationGames and Culture. 2022, 17 (7-8), 997-1014.en_US
dc.source.volume17en_US
dc.source.issue7-8en_US


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