Spaces of Allegory. Non-Euclidean Spatiality as a Ludo-Poetic Device
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewHost publication Subtitle
Play EverywhereOriginal language
EnglishPublication milestones
- Published - 2020
Publication status
Published - 2020
Publisher
Digital Games Research AssociationHost publication title
Proceedings of DiGRA 2020Abstract
Studies of digital game spaces have established a solid understanding of the general dissimilarity of game spaces and space in reality, discussing e.g. the particular cardinalities of motion and agency, the significance of projection methods, and the possibility of movement among non-linear paths. This paper applies these theories to a particular phenomenon, the manipulation and defamiliarization of spaces, which has become a rather widespread feature of digital games in recent years. Drawing on post-phenomenology and developmental psychology, the paper argues that games with non-Euclidean spatiality challenge real-life epistemologies of space that are acquired early in life. The paper demonstrates the creative use of this form of defamiliarization in two examples, Superliminal and The Witness, which turn it into allegories of dreams, agency, and authorship.
Access to documents
Accepted author manuscript, 1.08 MB
Final published version
License:Unspecified
