Virtuality and Depiction in Video Game Representation
Bibliographic Data
| ID | 2952261 |
|---|---|
| Authors | Rune Klevjer (0000-0003-3438-6274, University of Bergen, corresponding author) |
| Year | 2019 |
| Volume | 14 |
| Issue | 7-8 |
| Pages | 724-741 |
| Publication date | 2019-11-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412017727688 |
| OpenAlex | W2790241804 |
| Language | EN |
| Citations received | 5 |
| References cited | 10 |
This article seeks to clarify the role of the image in video game representation. I argue that virtuality is incompatible with depictive representation and that the distinction between virtual environments and interactive depiction is important in game theory and analysis. In the first part, I combine a critical modification of Kendall Walton's concept of reflexive representation with Edmund Husserl's concept of image consciousness, in order to clarify the ontological difference between physical models and depictive images. In the second part, I discuss the relationship between physical models and virtual things, and the difference between photographic depiction and screen-mediated prosthetic vision. Finally, I show how this theoretical framework can help clarify the nature of interactive depiction in games
Aesthetics · Art · Cognitive science · Consciousness · Depiction · Epistemology · Game studies · Multimedia · Reflexivity · Representation (politics · Sociology · Video game · Virtuality (gaming · Visual arts · Cinema and Media Studies · Computer Science · Digital Games and Media · Philosophy · Psychology · Visual Culture and Art Theory · Artificial Intelligence
| Citations per year | 0.71 |
|---|---|
| Citation span | 2019 - 2024 (6) |
| Highly cited | No |