![]() Henri Lefebvre suggested that every society produces a certain kind of space of its own and Marc Auge affirms that our supermodern times have spawned a new type of space: the non- place. Everyday life happens within the context of non- places with unique characteristics and singular manipulations to which space and time are susceptible in videogames, thereby expanding on the player's field of everyday reality in particular ways. My central argument is that spatiotemporal experiences in videogames occur within the context of everyday life, rather than residing within the realm of -virtual reality, a simulation that evokes the construction of a space of representation that can be related as if it were real, effecting a separation from the -really real. These transient passages through videogames challenge us to adapt to new paradigms of interaction in space and time. Anthropological places are being lost to supermodern non- places, and by using gamic examples, I will extend the concept of supermodernism to the experience of space within the game realm. Non- places are transient spaces, devoid of relational and historical elements and Auge argues that they are the opposite of anthropological places, where inscriptions of the social bond or collective story can be seen. My central argument is that spatiotemporal experiences in videogames occur within the context of everyday life, rather than residing within the realm of virtual reality, a simulation that evokes the construction of a space of representation that can be related -as if it were real, effecting a separation from the -really real. I draw on theories from art, architecture, geography and anthropology in order to understand how the spatiotemporal elements in videogames relate to contemporary approaches to space and time where the ideas of non- places and everyday life are paramount. From the designer's monitor to the player's screen, spatiotemporal elements shape the player's experience of videogame spaces, expanding on her perceptions of everyday life. This thesis explores the concepts of space and time in videogames. ![]()
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