Please use this identifier to cite or link to this item: http://scholarbank.nus.edu.sg/handle/10635/33372
Title: Ordinary Extraordinary Gamespaces Videogames As Transient Spaces of Everyday Life
Authors: LUIS EDUARDO HERNANDEZ GALVAN
Keywords: gamespace, transience, everyday life, reality, videogames, computer games,
Issue Date: 12-Aug-2011
Source: LUIS EDUARDO HERNANDEZ GALVAN (2011-08-12). Ordinary Extraordinary Gamespaces Videogames As Transient Spaces of Everyday Life. ScholarBank@NUS Repository.
Abstract: This thesis explores the concepts of space and time in videogames. From the designer's monitor to the player's screen, spatiotemporal elements shape the player's experience of videogame spaces, expanding on her perceptions of everyday life. I draw on theories from art, architecture, geography and anthropology in order to understand how the spatiotemporal elements in videogames relate to contemporary approaches to space and time where the ideas of non- places and everyday life are paramount. My central argument is that spatiotemporal experiences in videogames occur within the context of everyday life, rather than residing within the realm of virtual reality, a simulation that evokes the construction of a space of representation that can be related -as if it were real, effecting a separation from the -really real. Everyday life happens within the context of non- places with unique characteristics and singular manipulations to which space and time are susceptible in videogames, thereby expanding on the player's field of everyday reality in particular ways. Henri Lefebvre suggested that every society produces a certain kind of space of its own and Marc Auge affirms that our supermodern times have spawned a new type of space: the non- place. Non- places are transient spaces, devoid of relational and historical elements and Auge argues that they are the opposite of anthropological places, where inscriptions of the social bond or collective story can be seen. Anthropological places are being lost to supermodern non- places, and by using gamic examples, I will extend the concept of supermodernism to the experience of space within the game realm. These transient passages through videogames challenge us to adapt to new paradigms of interaction in space and time. My central argument is that spatiotemporal experiences in videogames occur within the context of everyday life, rather than residing within the realm of -virtual reality, a simulation that evokes the construction of a space of representation that can be related as if it were real, effecting a separation from the -really real. Everyday life happens within the context of non- places with unique characteristics and singular manipulations to which space and time are susceptible in videogames, thereby expanding on the player's field of everyday reality in particular ways. Henri Lefebvre suggested that every society produces a certain kind of space of its own and Marc Auge affirms that our supermodern times have spawned a new type of space: the non- place. Non- places are transient spaces, devoid of relational and historical elements and Auge argues that they are the opposite of anthropological places, where inscriptions of the social bond or collective story can be seen. Anthropological places are being lost to supermodern non- places, and by using gamic examples, I will extend the concept of supermodernism to the experience of space within the game realm. These transient passages through videogames challenge us to adapt to new paradigms of interaction in space and time.
URI: http://scholarbank.nus.edu.sg/handle/10635/33372
Appears in Collections:Master's Theses (Open)

Show full item record
Files in This Item:
File Description SizeFormatAccess SettingsVersion 
HernandezGalvanMA_USE_THIS_ONE_PLS.pdf6.69 MBAdobe PDF

OPEN

NoneView/Download

Page view(s)

399
checked on Dec 11, 2017

Download(s)

423
checked on Dec 11, 2017

Google ScholarTM

Check


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.