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	Comments on: Double-coding	</title>
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	<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
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		<title>
		By: Fernando		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-1922</link>

		<dc:creator><![CDATA[Fernando]]></dc:creator>
		<pubDate>Tue, 26 Jul 2005 23:34:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-1922</guid>

					<description><![CDATA[The problem or phenomena of double-coding is specially interesting in other way: fiction can be double-coded in order to engage both in avant-garde art and entertainment (for example, in &quot;New Latin American Narrative&quot;), and not just to approach different age groups (parents/kids). Thus we can speak of a form of &quot;structural coupling&quot; between two social systems - following the thoughts of sociologyst Niklas Luhmann. These (double-coded) works of fiction can then be read by the same person from two divergent points of view (or social systems). The problem of focalizing an audience is not then only a matter of distinguishing among people (parents/kids, or other distinctions of the like), but a matter of distinguishing among communicational &quot;modus&quot;.]]></description>
			<content:encoded><![CDATA[<p>The problem or phenomena of double-coding is specially interesting in other way: fiction can be double-coded in order to engage both in avant-garde art and entertainment (for example, in &#8220;New Latin American Narrative&#8221;), and not just to approach different age groups (parents/kids). Thus we can speak of a form of &#8220;structural coupling&#8221; between two social systems &#8211; following the thoughts of sociologyst Niklas Luhmann. These (double-coded) works of fiction can then be read by the same person from two divergent points of view (or social systems). The problem of focalizing an audience is not then only a matter of distinguishing among people (parents/kids, or other distinctions of the like), but a matter of distinguishing among communicational &#8220;modus&#8221;.</p>
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		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-703</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Thu, 06 Jan 2005 22:31:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-703</guid>

					<description><![CDATA[But then most things have strong elements of risk and reward - what&#039;s with Tony Hawk and Wall Street?]]></description>
			<content:encoded><![CDATA[<p>But then most things have strong elements of risk and reward &#8211; what&#8217;s with Tony Hawk and Wall Street?</p>
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		<title>
		By: Aubrey		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-700</link>

		<dc:creator><![CDATA[Aubrey]]></dc:creator>
		<pubDate>Tue, 04 Jan 2005 17:04:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-700</guid>

					<description><![CDATA[Strong themes of Risk vs. Reward in both.

But I guess that&#039;s true of many, many games, and many, many movies. As I said, my head&#039;s firmly up my own arse on this one.]]></description>
			<content:encoded><![CDATA[<p>Strong themes of Risk vs. Reward in both.</p>
<p>But I guess that&#8217;s true of many, many games, and many, many movies. As I said, my head&#8217;s firmly up my own arse on this one.</p>
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		<item>
		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-696</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Wed, 29 Dec 2004 22:35:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-696</guid>

					<description><![CDATA[Is Tony Hawks Pro Skater is an analogue of Oliver Stone?s Wall Street? How?]]></description>
			<content:encoded><![CDATA[<p>Is Tony Hawks Pro Skater is an analogue of Oliver Stone?s Wall Street? How?</p>
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		<title>
		By: Aubrey		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-691</link>

		<dc:creator><![CDATA[Aubrey]]></dc:creator>
		<pubDate>Tue, 14 Dec 2004 20:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-691</guid>

					<description><![CDATA[More of this in games, also, please! I&#039;m (unfortunately) always picking up messages through the game mechanics which probably aren&#039;t intentional. Once they are, I think I&#039;ll be happy, and no longer quite firmly stuck up my own arse when I mention that Tony Hawks Pro Skater is an analogue of Oliver Stone&#039;s Wall Street.]]></description>
			<content:encoded><![CDATA[<p>More of this in games, also, please! I&#8217;m (unfortunately) always picking up messages through the game mechanics which probably aren&#8217;t intentional. Once they are, I think I&#8217;ll be happy, and no longer quite firmly stuck up my own arse when I mention that Tony Hawks Pro Skater is an analogue of Oliver Stone&#8217;s Wall Street.</p>
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		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-690</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Tue, 14 Dec 2004 16:35:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-690</guid>

					<description><![CDATA[What can I say? It pays the rent.]]></description>
			<content:encoded><![CDATA[<p>What can I say? It pays the rent.</p>
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		<title>
		By: Damion Schubert		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-689</link>

		<dc:creator><![CDATA[Damion Schubert]]></dc:creator>
		<pubDate>Tue, 14 Dec 2004 16:27:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-689</guid>

					<description><![CDATA[I can&#039;t believe you took a post designed solely to showcase a borderline obscene clip of a children&#039;s show, and bent it to be included in the argument.  

Friggin&#039; academics. =)]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t believe you took a post designed solely to showcase a borderline obscene clip of a children&#8217;s show, and bent it to be included in the argument.  </p>
<p>Friggin&#8217; academics. =)</p>
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		<title>
		By: M		</title>
		<link>https://www.jesperjuul.net/ludologist/2004/12/14/double-coding/comment-page-1/#comment-688</link>

		<dc:creator><![CDATA[M]]></dc:creator>
		<pubDate>Tue, 14 Dec 2004 14:52:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.dk/ludologist/?p=144#comment-688</guid>

					<description><![CDATA[Double coding seems the ideal to me, but I can see a problem: different audiences ask for different discourses. A developer will never read long pages full of footnotes, and academics tend to despise writings in which the ideas are exposed in a clear way and that do not quote Aristotle at least twice.
I think the best idea is to have a double coded research interest, and to understand the needs of the different audiences, writing accordingly to the target group. 
And perhaps &quot;target groups&quot; should be a little bit more open: footnotes have not killed anybody, and I have heard that it is possible to do game research without Aristotle&#039;s presence (this one, yet to be confirmed).
Or not.]]></description>
			<content:encoded><![CDATA[<p>Double coding seems the ideal to me, but I can see a problem: different audiences ask for different discourses. A developer will never read long pages full of footnotes, and academics tend to despise writings in which the ideas are exposed in a clear way and that do not quote Aristotle at least twice.<br />
I think the best idea is to have a double coded research interest, and to understand the needs of the different audiences, writing accordingly to the target group.<br />
And perhaps &#8220;target groups&#8221; should be a little bit more open: footnotes have not killed anybody, and I have heard that it is possible to do game research without Aristotle&#8217;s presence (this one, yet to be confirmed).<br />
Or not.</p>
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