{"title":"持续创作:理想主义、隐喻与时空再现","authors":"Erick Verran","doi":"10.1386/jgvw_00073_1","DOIUrl":null,"url":null,"abstract":"In this examination of spatio-temporality’s representation in two- and three-dimensional video games, diegetic time and how a game’s overriding metaphors may be reflected in both gameplay and a storyworld’s virtual environment are considered at length through the idealist philosophy of George Berkeley, with an important adaptation of what Ludwig Wittgenstein referred to as ‘information-time’ experienced by conscious players operating in ‘memory-time’. After considering a number of examples from Outer Wilds and the Legend of Zelda franchise, the question as to whether video games are ontically presentist is resolved by way of a synthesis between the expression of time in spatial terms and every video game’s minimum of interactivity, a distinction I adapt from Henri Bergson and Maurice Merleau-Ponty. The continual creation of a digital world, while materially a fact of hardware limitations, is shown to lend itself metaphorically to an eidetic reading, bound to our intuitive association of time and space with inhabitation.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.7000,"publicationDate":"2023-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Continual creation: Idealism, metaphor and the representation of spatio-temporality\",\"authors\":\"Erick Verran\",\"doi\":\"10.1386/jgvw_00073_1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this examination of spatio-temporality’s representation in two- and three-dimensional video games, diegetic time and how a game’s overriding metaphors may be reflected in both gameplay and a storyworld’s virtual environment are considered at length through the idealist philosophy of George Berkeley, with an important adaptation of what Ludwig Wittgenstein referred to as ‘information-time’ experienced by conscious players operating in ‘memory-time’. After considering a number of examples from Outer Wilds and the Legend of Zelda franchise, the question as to whether video games are ontically presentist is resolved by way of a synthesis between the expression of time in spatial terms and every video game’s minimum of interactivity, a distinction I adapt from Henri Bergson and Maurice Merleau-Ponty. The continual creation of a digital world, while materially a fact of hardware limitations, is shown to lend itself metaphorically to an eidetic reading, bound to our intuitive association of time and space with inhabitation.\",\"PeriodicalId\":43635,\"journal\":{\"name\":\"Journal of Gaming and Virtual Worlds\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2023-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Gaming and Virtual Worlds\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1386/jgvw_00073_1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gaming and Virtual Worlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/jgvw_00073_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
Continual creation: Idealism, metaphor and the representation of spatio-temporality
In this examination of spatio-temporality’s representation in two- and three-dimensional video games, diegetic time and how a game’s overriding metaphors may be reflected in both gameplay and a storyworld’s virtual environment are considered at length through the idealist philosophy of George Berkeley, with an important adaptation of what Ludwig Wittgenstein referred to as ‘information-time’ experienced by conscious players operating in ‘memory-time’. After considering a number of examples from Outer Wilds and the Legend of Zelda franchise, the question as to whether video games are ontically presentist is resolved by way of a synthesis between the expression of time in spatial terms and every video game’s minimum of interactivity, a distinction I adapt from Henri Bergson and Maurice Merleau-Ponty. The continual creation of a digital world, while materially a fact of hardware limitations, is shown to lend itself metaphorically to an eidetic reading, bound to our intuitive association of time and space with inhabitation.