Abstract
In his chapter titled ‘Allegories of Space’ Espen Aarseth states that, “[c]omputer
games are essentially concerned with spatial representation and negotiation” (Aarseth 2001, 154). By playing a videogame, the player has to move their character or objects through space. This happens in two-dimensional platform games, first-person shooters, and even puzzle games such as Tetris or Bejeweled 2, where space is reordered through the constant movement of objects. But how do players perceive and consequently interact with these spaces? And how have the growing trend of what Jesper Juul (2010) terms to be “mimetic interfaces”, such as the Wii with its unique remote control device, change our perceptions of space both inside and outside of the game?
games are essentially concerned with spatial representation and negotiation” (Aarseth 2001, 154). By playing a videogame, the player has to move their character or objects through space. This happens in two-dimensional platform games, first-person shooters, and even puzzle games such as Tetris or Bejeweled 2, where space is reordered through the constant movement of objects. But how do players perceive and consequently interact with these spaces? And how have the growing trend of what Jesper Juul (2010) terms to be “mimetic interfaces”, such as the Wii with its unique remote control device, change our perceptions of space both inside and outside of the game?
Original language | English |
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Title of host publication | The Philosophy of Computer Games Conference Proceedings |
Number of pages | 12 |
Publication status | Published - 2011 |
Event | The Philosophy of Computer Games Conference 2011 - Athens, Greece Duration: 6 Apr 2011 → 9 Apr 2011 |
Conference
Conference | The Philosophy of Computer Games Conference 2011 |
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Country/Territory | Greece |
City | Athens |
Period | 6/04/11 → 9/04/11 |