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Realism in Gameplay: Digital Fiction and Embodiment
Filipe Luz
Manuel Damásio
Patrícia Gouveia
ULHT / Movlab
Campo Grande, 376
1749 - 024 Lisbon
+ 352 962 836 840
ULHT / Movlab
Campo Grande, 376
1749 - 024 Lisbon
+ 352 962 836 840
ULHT / Movlab
Campo Grande, 376
1749 - 024 Lisbon
+ 352 962 836 840
Portugal
Portugal
Portugal
filipe.luz@ulusofona.pt
mjdamasio@ulusofona.pt
mouseland@netcabo.pt
ABSTRACT
In this article we argue that digital simulations promote and
explore complex relations between the player and the machine’s
cybernetic system with which it relates through gameplay, that is,
the real application of tactics and strategies used by participants as
they play the game. The magic space created by the board is
considered to be more than a space of confusion between the real
and artificial. It first presents itself as a curtain or interface
between the participant's body and the digital simulation inherent
to the computational system.
Categories and Subject Descriptors
Story Representation, Mechanism and Context (SRMC). Narrative
creation, artificial intelligence, social networks. new forms of story
expression, interface design and user-generated story-sharing
platforms.
General Terms
Algorithms, Performance, Design, Experimentation, Human
Factors, Languages, Theory.
Keywords
Gameplay, Digital Games, Realism, Action, Embodiment.
1. INTRODUCTION
When we are in fiction mode, in a game for multiple participants
like Second Life, we are not confused in a sensorial sense; we do
not feel the sand of the beach or the wind. Our body is “on this
side" of the window, suffering back pain and retinal persistence
from moving images. Regular players may suffer from tendinitis,
muscle and skin problems (Gunther, 2005). To say we are “on the
other side of the mirror” is to deny the importance of the player’s
bodily experience and to assume that the avatar’s experience is the
most important factor to consider. We disagree with some
enthusiastic readings of contemporary cyberculture that defend the
possibility of discarding the body in disembodied and “fleshless”
experiences. For some authors, the real/virtual ratio in digital
games is a ratio of immersion and loss of references (Ryan, 2001;
Castronova, 2005; Meadows, 2008), for others, this immersion is
quite inefficient to explain the relationship players have with the
fiction they confront (Galloway, 2006; Juul, 2005; Salen &
Zimmerman, 2004; Grodal 2003) through gameplay. The
immersive experience is a cinematic experience that has little to do
with movement inherent to action and reaction found in digital
games.
2. REALISM AND SIMULATION IN
DIGITAL GAMES
The realism in the game is related to the capacity the mechanism
has to respond to actions the player processes on the digital board.
Thus, it is considered that only one analysis that takes into account
the player’s bodily and spatial experience in the game system can
be efficient in interpreting analogue simulations and experiences.
The human-machine relationship involves the construction of
schematic and simplified representations of our bodies (avatars),
but has yet to offer us passage to other dimensions. Gameplay
fiction does not allow us to escape “flesh and blood” reality. In
this context, it is argued that simulation is a representation of a
source system through a less complex system that sets the format
of the player's understanding about the source system in a
subjective manner. No simulation escapes the ideological context,
and the synthetic form (synthesis) it presents is immersed by the
experience’s subjectivity. Video games require a critical
interpretation that moderates our simulation experience and the set
of consistent and expressive values, answers or understandings
that constitute the effects of the work (Bogost, 2006). Thus,
exploring the manifestation of the rules of the game in the player’s
experience is considered perhaps the most important type of work
any critique on digital games can do. The mechanism of the game1
(simulation) maps the player, acts and reacts according to his/her
inputs; rewards one’s attention with its own attention. Action and
reaction. The simulation replicates the player’s experience and
amplifies it through mechanisms inspired by human body biology,
although far from it since it deals with the machine's digital body,
Boolean sequences and software strips. The online game offers us
a social simulation: “The game’s realism is about the extension of
each person's social life” (Galloway, 2006: 78). Players play
knowing well they are participating in a simulation and that life is
not as convincingly organised as the narrative’s principles.
However, only the real is open to true possibilities for action and
can address our senses (Atkins, 2003). It is the player’s experience
1
Game mechanism or engine relates to the exchange of sequences
between the device and the player. Millions of lines of code that
structure and control the game world where the rules are the
algorithms that create dynamic movement and not the rules of
gameplay.
on the game board that defines the true extent of realism and this
takes us to how the received work is understood by the participant
in the simulation system. Citing Frederic Jameson in “The
Existence of Italy”, Alexander Galloway emphasises:
“”Realism” is, however, a very unstable concept owing to
its simultaneous, yet incompatible,
aesthetic and
epistemological claims, as the two terms of the slogan
“representation of reality” suggest. These two claims then
seem contradictory: the emphasis on this or that type of
true content will clearly be undermined by any intensified
awareness of the technical means or representation artifice
of the work itself. Meanwhile, the attempt to reinforce and
to shore up the epistemological vocation of the work
generally involves suppression of the formal properties of
the realistic “text” and promotes an increasingly naïve and
unmediated or reflective conception of aesthetic
construction
and
reception. Thus, where the
epistemological claim succeeds, it fails; and if realism
validates its claim to being a correct or true representation
of the world, it thereby ceases to be an aesthetic mode of
representation and falls out of art altogether. (…) Yet no
viable concept of realism is possible unless both these
demands or claims are honoured simultaneously,
prolonging and preserving – rather than “resolving” – this
constitutive tension and incommensurability” (Galloway,
2006: 73-74).
There are no cultures exterior to the realistic attitude and every
commentary is full of formal ideas about the world. Realism is
always more a quality of representation than precisely what is not
real. Symbolic representation and the manipulation of abstract
forms are only possible in types of games that appeal to
configuration and to reflexive action. However, realism in the
game does not assume an instrumental cause and effect
relationship between the actions of players on the console’s
handles and buttons and their consequences in the real world. This
argument would take us back to Columbine, whose theory is quite
well-known: the murderers were playing electronic games, thus,
as a result, violence was generated. It is argued that the Columbine
theory defends the opposite, that is, that the games can generate
realistic effects. However, the fact the player improves shooting
and game skills through the device does not prove that this
practice is used as a source of criminal inspiration.
It is necessary to have congruence and loyalty to the context,
which is transferred through the senses of the player’s social
reality to the game environment. Normally, after the game the
player return to reality without any confusion. The congruence
between the social reality experienced in the game and the social
reality experienced in real life by the player is fundamental. In this
sense, a realistic game must be so in terms of action and not so
much in terms of representation. Action game players at times
reduce the detail of representation to increase response speed.
Loyalty to the context is the key to understanding realism in video
games because they offer the third moment of realism, that is,
realism of action.
The realism present in video games is sensorial. Players remain in
the game world because unreality is attractive and fills their
imagination. The suburban homes of the Sims are immune to
racism, sexism and religious intolerance. They undergo a
simplification, abbreviation and reduction of the world in which
everything is generalisation. The Sims nation is modelled on the
world in which we live, but capitalism is the only model we can
play (Atkins, 2003: 129-33). Consumer society also reigns in
Second Life through a matrix that essentially favours the
acquisition of material goods. In “Robber, Sailboat, Atom, Book”,
Shelley Jackson says the virtual has become part of our real
experience and our mental experience, incorporating computer
game landscapes and remixing them in the manner we synthesise
our life. The Sims have not replaced our life, but rather have
changed it: “The world we live in is one we have made for
ourselves in our minds, out of what our senses bring home to us.
The real world is already an imaginary world. For every tree there
is an imaginary tree inside us, either schematic or richly
complicated. So those live most vividly who have the best
imagination” (Jackson, 2004: 200).
3. FICTION AND EMBODIMENT
Fiction in the game is ambiguous, optional and imagined by the
player in an uncontrollable and unpredictable manner. The
emphasis on fiction worlds may be one of the strongest
innovations of videogames. Fiction helps the player understand the
rules of the game. The rules separate the game from the rest of the
world by building an area where they are applied; fiction projects a
different world from the real one. The game’s space is part of the
world in which it is played, but the space of fiction is outside the
world in which it is created. A magical circle is adopted, a border
between the context in which the game is played and what is
outside this context (Juul, 2005). The fictional world present in the
game depends strongly on the real world to exist and helps the
player make assumptions on the real world in which this game is
played.
Total involvement of the perceptive body reminds players, through
pain, that they are participating with their whole body in the
device. Thus, one player says: “I like combat games because of the
stress they contain, your fingers glued to the handle… pure
reflexes, not a moment to think” (Loic, 27, cited by Clais &
Roustan, 2003: 41-42). Countless parasite movements, that is,
uncontrolled movements that do nothing to optimise game actions,
confirm the total involvement of the player’s body. There is a
breaking away ("décrochage") of this body in relation to conscious
desire and some players have actually declared they have fallen
asleep while playing. The eyes are stimulated, but they raise a
resistance to the images through countless mechanisms of retinal
persistence, for example. Headaches, backaches, and eye problems
can emerge as a direct consequence of a game session. Players are
stimulated in their attention as well as their perceptions not to
mention their emotional investment. Some players complain of
emotional fatigue: “there is truly a moment in which I reach a
maximum level of excitement and where I feel that after that I'm
going to feel anguish, so that if I continue I won't feel good…”
(Alexandre, 23, cited by Clais & Roustan, 2003: 38).
During the act of playing, there is a numbing of the body’s
conscious attention: “observations with players in action show that
from a certain level of game experience, there is a reduction in
reflexive consciousness, the hands are mechanically activated
beyond all deliberate control” (Clais & Roustan, 2003: 41).
Technical mastery of the game can be considered a process of
incorporation similar to what happens in car drivers; motor
stereotypes or simply motor algorithms are acquired that result in
an economy of energy enabling the body to resist longer without
fatigue, where:
“The perceptive body is at the centre of this appropriation
mechanism. It resembles a “rubber band” in the action, and
even more so in the repetition of the action. It is no longer
limited to the boundaries of the flesh and is accompanied
by a capacity of extension to the surrounding objects and
with which the player got used to developing automatisms
in order to know all of the characteristics and physical
reactions. Thus, in order to play well and access the
pleasures of the technical domain implies “forgetting” the
body in action to the point where the body plays more, as I
play less.
The player's habits and routines must be analysed in terms
of action, reaction, adjustment and repetition. After
Warnier makes the object part of the body, he incorporated
it into his "dynamic", "as a prosthesis in motor conduction
(…). Now it is necessary to understand the meaning of
"incorporating" the dynamic of the videogame” (Clais &
Roustan, 2003: 42-43).
The screen is like a fetish. We desire it not only to see but also to be
seen in it. This strengthened visibility by the screen makes us realer:
“To be visible means to be real. When we make ourselves a reality
on the screen, our “I” becomes more real. The child becomes aware
of its identity and its body when it enters the mirror phase2 - when it
sees itself. Today, the mirror is replaced by the screen” (Filiciak,
2003: 100). In cinematic experience, the spectator’s body is never
reflected on the screen. The avatar functions like an “I” and an
“other”, symbol and index. As “I” the behaviour of this avatar is
associated with the interface (keyboard, mouse, and joystick) and
relates to the player’s actual movement, but also to the triumphs and
defeats in figurative terms that result from the player's action. As
the “other” because the avatar’s behaviour is a supernatural
intermediation delegated by the “I”, for which it is the ambassador
and representative. The avatars are different from the human “I”
because of its capacity to live, die and live again, in a symbolic
rebirth. If we consider that the avatar is a reflection of the player,
this reflection corresponds to body reality, in a mapping that is not
only appearance but also control. We can find the same type of
situation in surveillance cameras where the body sees its gestures
reflected through a real time device in a reflective environment. The
avatar articulates an obedient representation of the corporeal being
on the screen by manipulating the interface. The concepts of avatar
and interface connect through the game. Rehak says: “If the mirror
stage initiates a lifelong split between self-as-observer and self-as2
As described by Lacan and elaborated by Samuel Weber, the
mirror phase occurs in children between six and eight months of
age, when they meet and respond to their reflection for the first
time as something that belongs to them. Contrary to animals,
which quickly lose interest in mirror surfaces, the child proceeds
to try gestures from its own reflections (Rehak, 2003: 103).
observed, and the videogame exploits this structure, then, in one
sense, we already exist in an avatarial relation to ourselves” (Rehak,
2003: 123).
In this context, we consider that our experience in the world already
encapsulates a capacity to simultaneously transform us into
spectators and participants, in constant tension between an illusion
of unity of the “I”, which our conscience intends to supply, and the
fragmented multiplicity of our perception. The “other” that we see
reflected in the mirror is already one of our avatars and the games
are only extensions of that “other” the mirror offered us when we
were just one year old. What is in question and seems reflected in
the mirror is not the coherent whole of our identity, but the lack of
coherency and unity of this identity. Thus: “video games seem to
offer the potential for profound redefinition of body, mind and
spirit” (Rehak, 2003: 123). There is a continuum between the player
and the game world: “We see “through eyes of the monitor” what
our body is supposed to feel and register. (...) as a sort of imaginary
prosthesis, it links the player’s body into fictional world, again
emphasizing a continuum between the player's world and that of the
game” (Lahti, 2003: 161). The stories present in videogames are
stories for the eyes, the ears and the muscles. These stories have the
capacity to adjust our experience, organising perceptions, emotions,
thoughts, and motor actions (pecma). In this context, they cannot be
understood through the French structuralist models that dominated
narrative theory because they are not concerned with the
implementation of the narrative in the brain and do not take into
account the internal relationship involving perception, emotion and
action in narrative structures (Grodal, 2003).
4. PROPRIOCEPTIVE EXPERIENCE AND
GAMEPLAY
The proprioceptive experience, a sensorial-emotional-motor
experience, enables players to go from the passive to the active
position in relation to others and this characterises us as human
beings. The quality of the first interactions between the baby and
its environment feed a general impression that confirms the idea of
a consistent universe similar to what is felt in kinaesthetic terms. In
this context, a bodily experience is what confirms the connection
of the being to the world. This experience is facilitated by
proprioception, which enables the acquisition of certainty that we
are the authors of our own acts and that, through our hands, as
natural extensions of our desire, we perform our movements. The
“sensorial narration” reminds us of the stories or recitals the
human being tells itself according to the life situations it faces. In
these situations, the need for consistency is vital and at each
moment we have the need for a beginning, a middle and an end
where repetition, this “acting again”, provides an experience of
trial and error that enables the construction of a consistent world”
(Stora, 2003: 53-66).
Proprioceptive coherence, a term used by phenomenology that
refers to how the frontier of our body is combined with feedback
loops and habitual uses, is what enables tennis players, for
example, to feel the racket as an extension of their own body, it is
the feeling that tells us where this frontier lies. In this context,
videogame players feel a relationship of continuity with the
keyboard and with the screen surface as a space in which
subjectivity can flow (Hayles, 2001). The enormous difference
between how proprioceptive coherence works on the computer
screen when compared to the printed page is one of the reasons
why spatiality is so important in the topographic writing found in
electronic fiction. Bodily and psychological integration is evident:
“The brain and the body are integrated by biochemical and
neural circuits reciprocally directed from one to the other.
(…) the blood stream; it transports chemical signals, like
hormones, neurotransmitters and neuromodulators3. (…)
the brain can act, through nerves, on every part of the
body” (Damásio, 1994: 97).
The real involves sharing and a feeling of repetition in which the
“word “represents”, however, does not cover the exact meaning of
the act, at least not in its looser, modern connotation; for there
“representation” is really identification, the mystic repetition or rerepresentation of the event. The rite produces the effect which is
then not so much shown figuratively as actually reproduced in the
action. The function of the rite, therefore, is far from being merely
imitative; it causes the worshippers to participate in the sacred
happening itself” (Huizinga, 1950; 15). The real re-presents and
encompasses something shared. The terms repetition, share,
proximity, ineffability are recurring thoughts and words in digital
narratives. In order to check if something is real, we hope to be
able to experience the occurrence again. Repetition is what
constitutes the regularity that allows us to identify something as
real and through it find others, the community. The fictions do not
become confused with the real, but rather free the human from real
constraints: “The normal man, like the comedian, does not view
imaginary situations as real, but rather, on the contrary, frees
himself from the real body and its vital situation in order to
breathe, speak and smell in the imaginary” (Merleau-Ponty, 1945:
121-122).
5. CONCRETE AND ABSTRACT
MOVEMENT IN SPACIAL EXISTENCE
Spatial existence is a primordial condition for all living perception,
and kinetics initiation is an original way for the subject to relate to
the object. There is a difference between abstract movement and
concrete movement where perception and movement form a
system that changes as a whole and the notion of real is intimately
connected to incorporation, a body that assimilates reality's data
through movements in space. Whereas concrete movement is
tactile, abstract movement is visual, and depends on the power of
representation (Merleau-Ponty, 1945). The notion of real is also
associated with the idea of repetition since it is through this
regularity that we appropriate the existence of things. In order to
verify that something is real, we hope to be able to experience it
3
“Modulator neurons distribute neurotransmitters (such as
dopamine, norepinephrine, serotonin and acetylcholine) over
vast regions of the cerebral cortex and subcortical nuclei”
(Damásio, 1994: 120).
again (Coyne, 2001). The body performs the movement, copying it
through a possible representation which is, later, returned through
a formula for automatic movement. Consciousness operates the
synthesis of the countless relationships that are implicit in our
body.
The real implies a presence and there are limits to what can be
simulated in the computer. Using a specific set of algorithms and a
computational system designed to deal with a type of spatial
organisation (a grid of columns, for example) we may not be able
to simulate another type of spatial representation (i.e., running in
the mountains). It is considered that the number of points and
corners in an object and their locations in space change according
to how we choose to look at this object (Coyne, 2001: 75). For a
normal person, playing implies the capacity to place oneself in an
imaginary situation during a specific moment; it implies changing
one's position. For a sick person this fictitious situation is not
possible because this person converts it into something real. Our
body is not in space and in time, but rather it inhabits space and
time and motricity is the primary sphere that engenders the feeling
of all the meanings in the realm of space represented (MerleauPonty, 1945: 157-66).
The phenomenological critique is based on the impossibility of
expressing spatial experience through the mathematical description
of its coordinates, since for phenomenology, the representation of
the coordinates stems from the spatial experience4. If we consider
that the key to space resides in its mathematical description, then
we can consider that virtual reality and cyberspace contain,
reproduce and re-present it. Virtual reality and cyberspace do not
challenge our concept of reality, but rather introduce new means
and practices, disconnecting from older and more common
practices and means. If, on the contrary, we believe that computers
give us access to new subjective spatial experiences, then we
should distinguish between space and place in a geographical
sense. Space can be reduced and it can be described
mathematically in drawings, plans and maps, whereas the place is
qualified memory imbued with value (Coyne, 2001). Experience
does not relate to an imitative repetition, but rather to preparatory
efforts in which habits and automatisms are acquired. Subjects
who learn to play integrate the keyboard and the mouse to his
corporal space and the habit does not reside in thought or in the
objective body but rather in the body as a mediator of a world.
During the repetition, there is an emotional appraisal caused by
gestures of acclaim that highlight the expressive side of the game.
The habit is nothing more than a fundamental means in which the
4
Coyne says: “we cannot understand how organisms work simply
by looking at chemistry. Laying out the DNA code of an
organism will not itself tell us how the organism functions in tis
environment” (Coyne, 2001: 152). We do not access the design
of things from geographical coordinates. From a phenomenology
point-of-view information cannot dominate if we want to
understand space from the concept of spatiality, because
understanding
begins
with
unreflected
involvement.
Understanding is praxis and that is the point that clearly
distinguishes phenomenology from structuralist theories (Coyne,
2001: 152-54).
body allows itself to be penetrated by a new meaning. Our own
body’s experience teaches us to root space in existence, and that
the perception of space and the perception of things (spatiality) are
not distinct acts (Merleau-Ponty, 1945).
so many suspicions in us in relation to the computer is precisely
this automatic movement that forces us to repeat actions and
makes us mechanical automatons.
The body functions as a system and in accordance with the theory
of complexity and chaos, certain systems can reach a state where
small changes in a given variable (a small part of the system) can
produce extraordinary changes on the whole. Systems can be
unpredictable, yet standardised. The only way to make predictions
and plans on what may happen is by using a program that
generates the event. On the one hand, the adaptive and
gameplaying significant factors (Piaget) tell us that it is the
repetition of the experience of the sensorial world that provides
the basis for understanding. On the other hand, the repetitions that
occur at the learning level cease when the stimulus involved is
learned. This factor does not occur in the game. In the space of
gameplay experience, repetitions continue due to the pleasure of
excitement associated with the development of events on the
board and normally do not disappear with habit. Brian SuttonSmith says: “the game is not [only] repetitive, it is obsessive”
(Sutton-Smith, 1997: 27). Repetition is everything and the space
where it occurs provides a good test to examine the relationship
between the computers and reality:
6. UNCANNY VALLEY
“The claims that computers are altering our conception of
space and of reality, and even altering reality itself, are
sustained by the prosaic proposition that computers,
drawings, and models are representations, understood as
correspondences between codes, words, or images, and
some reality beyond. If computers allow us to model,
mimic, and represent reality, then they indeed allow us to
alter perceptual fields, challenge and distort reality, and
create alternative realities. If the world is essentially a
matter of patterns of chaos and order, then these patterns
can be placed into vast interconnected computer systems
to create an electronically reconstituted unity. So, rather
than countering romanticism, empiricism provides the
conditions for technoromantic narratives to promote the
conditions the transcendent potential of computational
space” (Coyne, 2001: 106).
Performing phrases and sequential actions cannot all be formatted
by positivism, but rather appeal to the interpretation and the
statements of creation and imagination. Positivism established the
thought of many founders of artificial intelligence, cognitive
sciences and the theory of systems. The Turing5 intelligence test,
or the “game of imitation”, starts from the assumption that there is
an empirical way of checking whether the machine is intelligent.
The uncanny feeling is inherent to the concept of repetition and
reminds us of our compulsion to repeat as children. What arouses
5
The intelligent game art systems have no intention of convincing
the player that the machine is intelligent and thinks à la Turing.
First they try to translate intelligent processes that, according to
the responses and behaviors in interaction with the computer, are
expressed in artifacts that generate consequential contexts
(Seaman, 1999).
The uncanny feeling, strengthened by repetition, is also
accompanied, in experiences involving the emotional measurement
of human beings in relation to robots, by a certain aversion to the
total similarity of the latter with humans. These experiences are
nicknamed the Uncanny Valley and were introduced by robotic
scientist, Masahiro Mori. It seems that humans react well to dolls
that are similar to them, but do not react well when the similarity is
too close. The realism of the figurative representation is
accentuated by a paradoxal relationship in digital culture. Since
digital culture has the possibility to work without any reference to
reality, contrary to cinema and photography, it is obsessed with
reproduction of data from the physical world. For example, the
analogue simulation where we situate motion capture (mocap) is of
this nature and it attempts to capture the mathematical coordinates
of the figure’s physical body in movement. We can include
analogical simulation like flight simulators and game engines that
replicate real world data.
In the case of generative processes or experience-based simulation,
an attempt is made to capture the biological process inherent to the
production of a certain effect, such as how a digital creature
interacts with the environment in which it is inserted. Both these
strategies are often adjusted and worked on simultaneously.
“Avatars will become more realistic”, says Mark Stephen
Meadows, “as noted, people instinctively want their avatars to
became real. And the developers, designers, and builders of avatar
systems are trying to render reality as fiction” (Meadows, 2008:
112). Soon we will see some experiments in real time measurement
of movement and perception applied to digital “living” creatures.
Movement evaluation, appearance and perceiving will maybe, in
future time, explain why these anthropomorphic characters are so
horrible when represented in a realistic manner. This is the target
of some studies in the representation analysis area that focus on the
conviction that avatars are today becoming much closer to
humans.
The authors of this paper are currently working in a project called
Infomedia, Information Acquisition in New Media at Movlab /
Universidade Lusófona. This project deals with digital images and
perception and the main focus of this research is to originate
different behaviors and cognitive responses on the user’s side
when dealing with fiction and micro narratives. Digital images
captured from real human motion (mocap) are mixed with digital
characters or avatars and tested by different players/users. A mixed
animation is then created and can be tested to see how humans
react to this recombining context. Content producers can generate,
in this context, fully realistic images that defy human perception
and totally blur the frontiers between the organic and the digital
world. Such a process has consequences on the individuals,
namely on the ways they perceive the symbolic value of such
images and decode the messages they entail. Movlab project also
tests the potential use of Augmented Reality (AR) for visualising
human movement. The project consists on digital representation of
a track and field track and a 3D character (graphic simulation of an
athlete). The intention is to capture the movements of an athlete set
to begin a 400m race over real space using AR techniques. Thus, it
records the movements of a professional athlete over motion
capture, apply the movements to an avatar using 3D animation
applications (3ds Max version 9), integrate the objects in real time
(we used Virtools Dev 3.0) and integrate the graphic processing to
real video (ARToolKit).
The notion of realism resides in the game’s tactility and the
player’s real bodily experience. This realism is not understood in
the sense of the representation’s resemblance on the screen, but
rather the technological capacity of the device to create real
pleasures in the participant’s physical body (Lahti, 2003). Thus,
the player surrenders to technology, the machine, which in
exchange, frees the player's body of the constraints of movement in
real life. The body occupies another skin and it is aestheticised as a
variety of itself, a toy with which we can play. Martti Lahti, citing
Julian Stallabrass, states: “computer games force a mechanization
of the body on their players in which their movements and the
image of their alter-ego provide a physical and simulated image of
the self under capital, subject fragmentation, reification and the
play of allegory” (Lahti, 2003: 166-67). For Lahti, digital games
seduce us to take pleasure in a sort of mechanisation process
(Taylorisation) of the body which becomes a gratifying
experience. The game requires a bodily discipline that is real,
where the body adapts to the machine through the automatisms it
imposes.
Acquiring the tactile experience inherent to the relationship with
the interactive image is nothing more than accepting the
interaction with the object. Acting changes the existing situation
between the object and the "I” although in this impulse there is no
separation between the information’s theoretical result and the
practical behaviour on which it is based. This aspect, contrary to
what happens in the case of vision, shows well the difference
between our feelings and the way this difference is reflected in our
actions. The distinction between our hearing and our eyesight tells
us that, while in the second there is a distance between perception
of image (simultaneousness in the presentation of a variety,
neutralization of the cause of the sense’s state and distance in the
spatial and spiritual sense), in the first, “the duration of the sound
we hear is equal to the duration of hearing”. Thus, in the case of
our hearing: “the extension of the object and the extension of its
perception coincide” (Jonas; 2004: 161). Likewise, touch, as well
as hearing, implies the occurrence of successive perception, but
like eyesight, it imposes a synthesis of data in the static presence of
the object.
With touch, the subject and the object act on each other. In the
case of eyesight, I see without having to do anything and without
the object having to move for me to see it. In this context, although
eyesight is the freest of all senses, because it imposes perceptive
distance, it is also the least “realistic”. Jonas says: “touch is the
feeling where the original encounter with reality as reality occurs.
Touching brings with it the reality of the object within the
sensorial experience, and this is a result of that which exceeds pure
sensation, that is, the component of force present in its original
composition. (…) Touch is the true proof of reality” (Jonas; 2004:
171). The experience of eyesight or optical perspective depends on
locomotion, and self-movement is a principle of the organisation
of senses, but also the means to synthesise all of them into a
common objectivity.
Augmented Reality can help to generate emergent open narratives
or narrations, where the player is not confronted with a closed plot,
as in traditional narrative theory, with a beginning, middle and end
structure, but instead engaged in an immersive environment which
can contribute to the overall fiction. We assume that this mixed
reality and the way the player travel through the interface using the
Augmented Reality tool is a powerful way of creating stories and
narratives. Jesper Jull points six different meanings for narrative:
1. as the presentation of a number of events, the original meaning
of the word: storytelling; 2. as a fixed and predetermined sequence
of events; 3. as a specific type of sequence of events; 4. as a
specific type theme – humans or anthropomorphic entities; 5. any
kind of setting or fictional world; 6. as the way we make sense of
the world (Jull, 2005: 156-157). It can be very useful to let the
player engage in emergent open narratives using Augmented
Reality since it provides a full body participatory immersive
experience: “emergent narratives are not pre-structured or preprogrammed, taking shape through the game play, yet they are not
as unstructured, chaotic, and frustrating as life itself (Jull, 2005:
159).
7. CONCLUSION
We can conclude that realism in digital games mainly relates to the
bodily experience inherent to repetitive action, and that image
realism is a less important factor than realistic movement. The
gaming device forces the player’s body to acquire automatisms,
and the fictional experience on the board or magical space, which
is the game, is essentially an incorporated experience. The design
of human-computer interface should incorporate open fictions and
narratives in order to let the player build is own meaning and
bodily incorporated experiences. Design platforms can stimulate
collaborative networks where players enact as actors in a digital
drama.
8. ACKNOWLEDGMENTS
Our thanks to ACM SIGCHI for allowing us to modify templates
they had developed. Article drafted within the scope of the
PTDC/CCI/74114/2006 research project (INFOMEDIA –
Information Acquisition in New Media) financed by the Science
and Technology Foundation.
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