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dc.contributor.authorKlevjer, Rune
dc.date.accessioned2021-01-13T13:30:59Z
dc.date.available2021-01-13T13:30:59Z
dc.date.created2020-03-02T13:36:06Z
dc.date.issued2019
dc.PublishedGames and Culture. 2019, 14 (7-8), 724-741.en_US
dc.identifier.issn1555-4120
dc.identifier.urihttps://hdl.handle.net/11250/2722824
dc.description.abstractThis article seeks to clarify the role of the image in video game representation. I argue that virtuality is incompatible with depictive representation and that the distinction between virtual environments and interactive depiction is important in game theory and analysis. In the first part, I combine a critical modification of Kendall Walton’s concept of reflexive representation with Edmund Husserl’s concept of image consciousness, in order to clarify the ontological difference between physical models and depictive images. In the second part, I discuss the relationship between physical models and virtual things, and the difference between photographic depiction and screen-mediated prosthetic vision. Finally, I show how this theoretical framework can help clarify the nature of interactive depiction in games.en_US
dc.language.isoengen_US
dc.publisherSageen_US
dc.titleVirtuality and depiction in video game representationen_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionacceptedVersionen_US
dc.rights.holderCopyright 2017 The authoren_US
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode2
dc.identifier.doi10.1177/1555412017727688
dc.identifier.cristin1798935
dc.source.journalGames and Cultureen_US
dc.source.4014en_US
dc.source.147-8en_US
dc.source.pagenumber724-741en_US


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