The second self: computers and the human spirit
The second self: computers and the human spirit
In-car gps navigation: engagement with and disengagement from the environment
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Simulation and Gaming
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As computer games become more 'realistic', reality is becoming more like computer games. The ways that space is simulated in games and mediated in actual space are commingled. This suggests that a significant change in the ways that space is socially produced is taking place. Lefebvre's [7] critical account of social space has become complicated with the emergence of digital media. Lefebvre analysed the social production of space as 'perceived', 'conceived' and 'lived' spaces. With digital mediation, these three kinds of space are becoming more closely connected. Live information systems such as satellite navigation and smart phones are making abstracted spaces available in everyday encounters with space. The semiotic conventions and practices by which metadata (about speed cameras, shopping) are laid against a perceived space have been borrowed heavily from games.