Abstract
Using my recently published monograph ‘Computer Games As Landscape Art’ as a focal point, I would like to respond to the notion of a landscape methodology for computer games, based on a hybrid of play-based game studies and various threads from art history, geography and media studies. Following the question of games and over-simplification (or simulation via simplification), I demonstrate how games as a form of contemporary media index broader historical narratives, in this case, the relationship between humans and the physical environment. This will include examining ludological structures in single-player FPS games as well as the financial networks surrounding eSports and user-generated content. In response questions of compliance or resistance, I will demonstrate examples of both, from the tensions of product placement and ‘playbour’, to the repurposing of games for unintended functions.
Original language | English |
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Publication status | Published - 20 Apr 2024 |
Event | Boya International Academic Conference on Video Games = 博雅电⼦游戏学术年会 - Peking University, Beijing, China Duration: 20 Apr 2024 → 21 Apr 2024 |
Conference
Conference | Boya International Academic Conference on Video Games = 博雅电⼦游戏学术年会 |
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Country/Territory | China |
City | Beijing |
Period | 20/04/24 → 21/04/24 |
Scopus Subject Areas
- Arts and Humanities (miscellaneous)
User-Defined Keywords
- Computer games
- Art History
- Landscape
- Sandbox Games
- eSports