Continual creation: Idealism, metaphor and the representation of spatio-temporality

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2023-05-01 DOI:10.1386/jgvw_00073_1
Erick Verran
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Abstract

In this examination of spatio-temporality’s representation in two- and three-dimensional video games, diegetic time and how a game’s overriding metaphors may be reflected in both gameplay and a storyworld’s virtual environment are considered at length through the idealist philosophy of George Berkeley, with an important adaptation of what Ludwig Wittgenstein referred to as ‘information-time’ experienced by conscious players operating in ‘memory-time’. After considering a number of examples from Outer Wilds and the Legend of Zelda franchise, the question as to whether video games are ontically presentist is resolved by way of a synthesis between the expression of time in spatial terms and every video game’s minimum of interactivity, a distinction I adapt from Henri Bergson and Maurice Merleau-Ponty. The continual creation of a digital world, while materially a fact of hardware limitations, is shown to lend itself metaphorically to an eidetic reading, bound to our intuitive association of time and space with inhabitation.
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持续创作:理想主义、隐喻与时空再现
在对二维和三维电子游戏的时空表征的研究中,乔治·伯克利(George Berkeley)的理想主义哲学深入探讨了叙事时间以及游戏中最重要的隐喻如何反映在玩法和故事世界的虚拟环境中,并对路德维希·维特根斯坦(Ludwig Wittgenstein)所说的“信息时间”进行了重要改编,即有意识的玩家在“记忆时间”中所经历的“信息时间”。在考虑了《荒野外传》和《塞尔达传说》系列的许多例子后,关于电子游戏是否具有现实主义意义的问题可以通过空间时间表达与电子游戏最小交互性之间的综合来解决,这是我从Henri Bergson和Maurice merleu - ponty那里得到的区别。数字世界的不断创造,虽然在物质上是硬件限制的事实,但在隐喻上却被证明是一种清晰的阅读,与我们对居住的时间和空间的直觉联系在一起。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
期刊最新文献
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