Cataloging the World Exhibition: A Living Survey of Physical World Representations in Videogames
DOI:
https://doi.org/10.56198/Keywords:
Videogames, Digital Games, Affordances, Ludic Affordances, Exhibition, Simulation, Representation, CurationAbstract
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.
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