From Game Spaces to Playable Worlds

Detalhes bibliográficos
Autor(a) principal: Leino, Olli Tapio
Data de Publicação: 2019
Tipo de documento: Artigo
Idioma: por
Título da fonte: Intexto (Porto Alegre)
Texto Completo: https://seer.ufrgs.br/index.php/intexto/article/view/92763
Resumo: In this paper I will critically examine the phenomenological underpinnings of what we might call the ‘spatiality paradigm’ in computer game studies – the project of using spatial metaphors and terminology to understand computer game play. Drawing on the (post-)phenomenological tradition, I argue that while this terminology is useful foranalytic projects seeking to shed light on the structure and form of the game artifact and the processes it facilitates, spatial notions do not necessarily resonate with the first-person experience of computer game play, especially in cases of playing games of genres which do not rely on simulated locomotion and proprioception in three-dimensionally modeled space. Furthermore, I argue that the differences between single-player and multi-player games – namely that single-player games can be described, using Ihde’s framework of intentionality relations, as situating in ‘alterity relations’ and multi-player games in ‘relations of mediation’ – further complicate the issue of spatiality in computer games. Given these observations, I suggest that whereas the spatial notions appear problematic for the purpose of first-person description of the experience of playing single-player computer games, the notion of ‘game world’ seems more accurate a description of that with which the players are engaged with.
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spelling From Game Spaces to Playable WorldsDos Espaços de Jogo aos Mundos JogáveisEspacialidade. Mundo do Jogo. Experiência de Jogo.Spatiality. Game World. Game Experience.In this paper I will critically examine the phenomenological underpinnings of what we might call the ‘spatiality paradigm’ in computer game studies – the project of using spatial metaphors and terminology to understand computer game play. Drawing on the (post-)phenomenological tradition, I argue that while this terminology is useful foranalytic projects seeking to shed light on the structure and form of the game artifact and the processes it facilitates, spatial notions do not necessarily resonate with the first-person experience of computer game play, especially in cases of playing games of genres which do not rely on simulated locomotion and proprioception in three-dimensionally modeled space. Furthermore, I argue that the differences between single-player and multi-player games – namely that single-player games can be described, using Ihde’s framework of intentionality relations, as situating in ‘alterity relations’ and multi-player games in ‘relations of mediation’ – further complicate the issue of spatiality in computer games. Given these observations, I suggest that whereas the spatial notions appear problematic for the purpose of first-person description of the experience of playing single-player computer games, the notion of ‘game world’ seems more accurate a description of that with which the players are engaged with.Este artigo examina criticamente os fundamentos fenomenológicos daquilo que podemos chamar de “paradigma da espacialidade” no estudo dos videogames – o projeto de se utilizar metáforas e terminologias espaciais para compreender a atividade de jogo. Apoiando-me na tradição (pós)fenomenológica, argumento que, embora essa terminologia seja útil para projetos analíticos que busquem elucidar a estrutura e forma do artefato de jogo, bem como os processos que facilitam, noções espaciais não necessariamente se adequam ao aspecto de primeira-pessoa que constitui a experiência de se jogar um videogame – especialmente nos casos de jogos que não se sustentam em locomoção e propriocepção simuladas em espaços tridimensionais. Além disso, debato que as diferenças entre jogos para um jogador e jogos multiplayer – ou seja, que jogos para um jogador podem ser descritos, usando o enquadramento de relações de intencionalidade de Ihde, como situados em “relações de alteridade”, e jogos multiplayer em “relações de mediação” – complicam ainda mais a questão da espacialidade nos videogames. Dadas essas observações, sugiro que, se noções espaciais parecem problemáticas para a descrição da experiência em primeira-pessoa de se jogar videogames para um jogador, a noção de ‘mundo de jogo’ parece mais precisa para designar aquilo com o que os jogadores se envolvem.Universidade Federal do Rio Grande do Sul2019-07-24info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://seer.ufrgs.br/index.php/intexto/article/view/9276310.19132/1807-8583201946.149-165Intexto; n. 46, Special Edition Games and Philosophy; 149-165Intexto; n. 46, Edição Especial Games e Filosofia; 149-165Intexto; n. 46, Edição Especial Games e Filosofia; 149-165Intexto; n. 46, Edição Especial Games e Filosofia; 149-165Intexto; n. 46, Edição Especial Games e Filosofia; 149-1651807-8583reponame:Intexto (Porto Alegre)instname:Universidade Federal do Rio Grande do Sul (UFRGS)instacron:UFRGSporhttps://seer.ufrgs.br/index.php/intexto/article/view/92763/52986Copyright (c) 2019 Olli Tapio Leinohttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessLeino, Olli Tapio2023-03-02T15:42:44Zoai:seer.ufrgs.br:article/92763Revistahttp://seer.ufrgs.br/intextoONGhttp://seer.ufrgs.br/intexto/oai||intexto@ufrgs.br1807-85831807-8583opendoar:2023-03-02T15:42:44Intexto (Porto Alegre) - Universidade Federal do Rio Grande do Sul (UFRGS)false
dc.title.none.fl_str_mv From Game Spaces to Playable Worlds
Dos Espaços de Jogo aos Mundos Jogáveis
title From Game Spaces to Playable Worlds
spellingShingle From Game Spaces to Playable Worlds
Leino, Olli Tapio
Espacialidade. Mundo do Jogo. Experiência de Jogo.
Spatiality. Game World. Game Experience.
title_short From Game Spaces to Playable Worlds
title_full From Game Spaces to Playable Worlds
title_fullStr From Game Spaces to Playable Worlds
title_full_unstemmed From Game Spaces to Playable Worlds
title_sort From Game Spaces to Playable Worlds
author Leino, Olli Tapio
author_facet Leino, Olli Tapio
author_role author
dc.contributor.author.fl_str_mv Leino, Olli Tapio
dc.subject.por.fl_str_mv Espacialidade. Mundo do Jogo. Experiência de Jogo.
Spatiality. Game World. Game Experience.
topic Espacialidade. Mundo do Jogo. Experiência de Jogo.
Spatiality. Game World. Game Experience.
description In this paper I will critically examine the phenomenological underpinnings of what we might call the ‘spatiality paradigm’ in computer game studies – the project of using spatial metaphors and terminology to understand computer game play. Drawing on the (post-)phenomenological tradition, I argue that while this terminology is useful foranalytic projects seeking to shed light on the structure and form of the game artifact and the processes it facilitates, spatial notions do not necessarily resonate with the first-person experience of computer game play, especially in cases of playing games of genres which do not rely on simulated locomotion and proprioception in three-dimensionally modeled space. Furthermore, I argue that the differences between single-player and multi-player games – namely that single-player games can be described, using Ihde’s framework of intentionality relations, as situating in ‘alterity relations’ and multi-player games in ‘relations of mediation’ – further complicate the issue of spatiality in computer games. Given these observations, I suggest that whereas the spatial notions appear problematic for the purpose of first-person description of the experience of playing single-player computer games, the notion of ‘game world’ seems more accurate a description of that with which the players are engaged with.
publishDate 2019
dc.date.none.fl_str_mv 2019-07-24
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://seer.ufrgs.br/index.php/intexto/article/view/92763
10.19132/1807-8583201946.149-165
url https://seer.ufrgs.br/index.php/intexto/article/view/92763
identifier_str_mv 10.19132/1807-8583201946.149-165
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://seer.ufrgs.br/index.php/intexto/article/view/92763/52986
dc.rights.driver.fl_str_mv Copyright (c) 2019 Olli Tapio Leino
https://creativecommons.org/licenses/by-nc/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2019 Olli Tapio Leino
https://creativecommons.org/licenses/by-nc/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal do Rio Grande do Sul
publisher.none.fl_str_mv Universidade Federal do Rio Grande do Sul
dc.source.none.fl_str_mv Intexto; n. 46, Special Edition Games and Philosophy; 149-165
Intexto; n. 46, Edição Especial Games e Filosofia; 149-165
Intexto; n. 46, Edição Especial Games e Filosofia; 149-165
Intexto; n. 46, Edição Especial Games e Filosofia; 149-165
Intexto; n. 46, Edição Especial Games e Filosofia; 149-165
1807-8583
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