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2021 | 29 | 38 | 33-42

Article title

Prototype worlds of video games

Authors

Content

Title variants

Languages of publication

Abstracts

EN
In this paper the author analyzes the phenomenon of prototype worlds – synthetic environments of simulators, video games and other types of software – used to conduct experiments at the level of user sensorium, environmental physics and social design. The author presents the evolution of the concept, beginning with Buckminister Fuller’s World Game project, moving through media experiments in the field of game design, and finally presenting contemporary applications (such as a drone pilot training project for the U.S. Air Force) and their implications.

Contributors

author
  • Faculty of Anthropology and Cultural Studies, Adam Mickiewicz University in Poznań, Poland

References

  • Buckminster Fuller R., The World Game: Integrative Resource Utilization Planning Tool, Carbondale 1971
  • Castronova E., Synthetic Worlds, Chicago – London 2008
  • Chambers C., How virtual are virtual economies? An exploration into the legal, social and economic nature of virtual world economies, “Computer Law & Security Review: The International Journal of Technology Law and Practice” 2011, vol. 27, no. 4, pp. 377–384
  • D’Anastasio C., RimWorld’s queer women controversy, explained, “Kotaku” 2016, <https://kotaku.com/rimworlds-gay-women-controversy-explained-1788555928>, accessed: 24.01.2021
  • Jelewska-Michaś A., Sensorium: eseje o sztuce i technologii. Poznań 2013
  • Jones C.A., Mediated sensorium, [in:] Sensorium: Embodied Experience, Technology, and Contemporary Art, ed. by C.A. Jones, Cambridge 2006, pp. 5–49
  • Lauff C.A., Kotys-Schwartz D., Rentschler M.E., What is a prototype? What are the roles of prototypes in companies?, “Journal of Mechanical Design” 2018, vol. 140, no. 6
  • Lo C., How RimWorld’s code defines strict gender roles, “Rock Paper Shotgun” 2016, <https://www.rockpapershotgun.com/2016/11/02/rimorld-code-analysis/>, accessed: 24.01.2021
  • McKinley A.R., McIntire L.K., Funke M.A., Operator selection for unmanned aerial systems: comparing video game players and pilots, “Aviation, Space, and Environmental Medicine” 2011, vol. 82, no. 6, pp. 635–642
  • Pearce C., Sims, BattleBots, Cellular Automata God and Go. A Conversation with Will Wright by Celia Pearce, “Games Studies”, <http://www.gamestudies.org/0102/pearce/>, accessed: 24.01.2021
  • Suslick K.S., Synesthesia in science and technology: More than making the unseen visible, “Current Opinion in Chemical Biology” 2012, vol. 16, no. 5–6, pp. 557–563
  • Sutherland I., The ultimate display, [in:] Multimedia: From Wagner to Virtual Reality, Expanded Edition, ed. K. Jordan, R. Packer, New York – London 2000
  • Wheatcroft J.M., Jump M., Breckell A.L., Adams-White J., Unmanned Aerial Systems (UAS) operators’ accuracy and confidence of decisions: Professional pilots or video game players?, “Cogent Psychology” 2017, no. 4
  • Guild Wars 2 (ArenaNet Inc., 2012)
  • EVE: Online (Crowd Control Production; 2003)
  • Portal (Valve Software, 2007)
  • RimWorld (Ludeon Studios; 2018)
  • SUPERHOT (SUPERHOT Team, 2016)
  • World of Warcraft (Blizzard Entertainment, 2004)

Document Type

Publication order reference

Identifiers

Biblioteka Nauki
1955355

YADDA identifier

bwmeta1.element.ojs-doi-10_14746_i_2021_38_02
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