Activity: Talk or presentation types › Oral presentation › Scientific
Description
When perceiving objects within digital gameworlds, multiple layers of perception are involved that do not always accord with one another. Think, for example, of a situation where an in-game avatar is hiding behind a wall with their head pointed downwards. Their apparent field of vision covers a piece of the wall and the ground in front of them. The player controlling this avatar from a third-person perspective, however, can peek behind the wall, see the enemies that are there, and adjust to the situation accordingly. This in-game situation exemplifies a discrepancy in perceptions: the avatar, situated within the gameworld, cannot see what the player, external to this world, has perceptual access to. In this presentation, I discuss the aesthetic relevance of such divergences between player and avatar perceptions.
Period
20 Jun 2023
Event title
Digital Games Research Association Conference 2023: Limits and margins of games