Abstract

While Marshall McLuhan is often acknowledged as an influential theorist for Game Studies, there is very little work currently available that directly attempts to apply McLuhan’s theoretical framework and terminology. This article, therefore, provides an overview, interrogation and application of McLuhan’s taxonomy of Hot and Cool media to digital games. McLuhan describes Hot media as ‘high fidelity’ and ‘low participation’, while Cool media are conversely ‘high participation’ and ‘low fidelity’. The article summarizes McLuhan’s conceptual spectrum and articulates how these qualities can exist not only within digital games but also within the player: their skills, competencies and literacies. In doing so, we propose the further quality of ‘pattern’ to better describe how Hot and Cool features operate within game experiences. The article finally discusses how Hot and Cool game designs can impact user’s affective, cognitive, motoric and sociocultural responses to the play experience.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call