The experience of space has become a key element in understanding games and how to play them. Navigable 3D spaces enable players to run, jump, fly, or even teleport through fictional worlds that come to life in their imagination. Players encounter these spaces through a combination of perception and interaction. Furthermore game spaces can evoke narratives since the player is interpreting them in order to engage with them. Therefore ludic topographies are not just visual spectacles but meaningful virtual locations. In my talk I’d like to take a closer look at a specific space that is intertwinded with our current cultural knowledge (following Michael Titzmann) of science, technology and research: Libraries are frequently visited locations in the history of video and computer games. Their topographies leave their mark on the players’ experience as theyare merged locations of the fictional and functional at the same time. Libraries are places of world building and world enrichment. Adventures and role-playing games such as The Elder Scrolls V: Skyrim feature them as cosy or piously spaces of knowledge enhancement. They also represent a symbol of progress in simulation games like Sim City or strategy titles like Civilisation V.
Dr. Dr. Rudolf Inderst M.A. has been enjoying video games since 1985. Having studied Political Science, American Cultural Studies and Contemporary History at LMU, he holds a Ph.D in American Cultural Studies and a second doctoral degree in Media Science from the University of Passau. He specializes in Game Studies, Game Journalism, Game Communities and is particularly interested in political theory and the history of ideas.
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