Computer Games and Landscapes [Keynote Address]

Research output: Contribution to conferenceConference paperpeer-review

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 languageEnglish
Publication statusPublished - 20 Apr 2024
EventBoya International Academic Conference on Video Games = 博雅电⼦游戏学术年会 - Peking University, Beijing, China
Duration: 20 Apr 202421 Apr 2024

Conference

ConferenceBoya International Academic Conference on Video Games = 博雅电⼦游戏学术年会
Country/TerritoryChina
CityBeijing
Period20/04/2421/04/24

Scopus Subject Areas

  • Arts and Humanities (miscellaneous)

User-Defined Keywords

  • Computer games
  • Art History
  • Landscape
  • Sandbox Games
  • eSports

Fingerprint

Dive into the research topics of 'Computer Games and Landscapes [Keynote Address]'. Together they form a unique fingerprint.

Cite this