Cataloging the World Exhibition: A Living Survey of Physical World Representations in Videogames

Authors

  • Sercan Şengün University of Central Florida, Orlando
  • João de Mendonca Salim

DOI:

https://doi.org/10.56198/

Keywords:

Videogames, Digital Games, Affordances, Ludic Affordances, Exhibition, Simulation, Representation, Curation

Abstract

This text and poster examine our efforts to create a living resource in the form of a website that catalogues the physical world representations in videogames that simulate the local cultures of people and virtually reproduce culturally and historically specific locations, while claiming a certain level of factuality in either a past, contemporary or futuristic context. To better situate our product in scholarship of teaching and learning, we propose the mechanics of curated cultural-historical ludic exhibitions and affordances to better understand how power relations between developers and players operate within the medium, while considering the cultures being represented. 

Published

02-07-2026

How to Cite

Cataloging the World Exhibition: A Living Survey of Physical World Representations in Videogames . (2026). Immersive Learning Research - Academic, 1(1). https://doi.org/10.56198/

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