1 Department of Information and Media Studies, Faculty of Humanities, Aarhus University, Aarhus University2 Videnssamfundet, Aarhus University, Aarhus University3 School of Communication and Culture - Information Science, School of Communication and Culture, Arts, Aarhus University4 School of Communication and Culture - Information Science, School of Communication and Culture, Arts, Aarhus University
The correspondence between game and reality is usually regarded as a representational relationship. Discussing the correspondence, one must, however, also look into the relation between game and player: The interests of the player and the staging of the player in the game. Games can be consumer software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda seem to be emerging in the field of gaming. The presentation focuses on this new correspondence, describes its different appearances, elaborates various historical traces and argues that user access to a textual, constitutive level of the game seems intrinsically linked to the genre.
Ikke Angivet, 2007
Computerspil; Digital kultur; Digital æstetik; Computer Games; Digital culture; Digital Aesthetics