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What you can't see is what you don't get: paradigms of game world visualization

Published:03 November 2008Publication History

ABSTRACT

This paper tries to analyze the modes of visual representation in digital games and introduces the idea of illusionism, a rhetorical position in a game text that asserts that there is nothing more to the fictional game world than a player can see. This is contrasted by illustrationism, an approach that lays bare the fact that the game world is not shown in its entirety. Based on this distinction, I present ways of partial and multi-modal representation of game worlds that have been and can be used to bypass the urge for unconditional illusionism. The article also makes point about the power of written or spoken language as a code underutilized in contemporary digital games.

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          cover image ACM Other conferences
          Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
          November 2008
          297 pages
          ISBN:9781605582184
          DOI:10.1145/1496984

          Copyright © 2008 ACM

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          Publication History

          • Published: 3 November 2008

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