Understanding Space in Videogames
Methodological Contributions from Archaeogaming and Geofiction
DOI:
https://doi.org/10.26503/todigra.v7i2.2396Keywords:
archaeogaming, geofiction, hermeneutics, space, videogamesAbstract
This paper posits that archaeogaming and geofiction are hermeneutic adaptive tools to examine space in videogames. This approach can extend the geometrical and analytical understanding of space in videogames. The geometrical understanding of space means a reduction of space’s concept into lines and points. Although the results are useful to designers, it is insufficient for a deeper understanding of space. Therefore, a theory is needed that nuances interpretations about space in videogames. Thus, archaeogaming applies archaeological methods and theories to the study of digital games, offering a novel approach to deciphering the spatial narratives embedded within virtual worlds. Geofiction expands the discourse by exploring the speculative and imaginative aspects of spatial representation in videogames through elements of geography. Thus, archaeogamers and geofictionists can examine the ways in which developers use space to evoke emotions, convey narratives, and engage players in immersive experiences.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Transactions of the Digital Games Research Association

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.