![]() For example, visualization techniques and tools used in video and computer games, including navigation and locomotion tools in VR gaming, have been analyzed and adopted to VR-based 3D cartographic modeling in recent time. Maps and map-like visualizations in digital games have been repeatedly addressed in research of cartography and related disciplines. Reflecting on the strategies that the pinball community uses to preserve its artifacts and to animate social activity centered upon those artifacts, can help facilitate modeling at least some practices needed to preserve digital art, practices more inclusive than the traditional approaches, and uniting, even if imperfectly, rather than dividing various social groups. ![]() My case study will also address the question of the category of locality with regard to projects featuring seemingly universal digital elements. I propose an analysis based on the research of the Polish community of pinball machine collectors. Therefore, in my search for the new ways to preserve heritage, appropriate for digital objects, I will use a case study where technical and social elements play an important role and where we can already speak of a partly institutionalized network aimed at preservation, even if its identification within the field of art, or heritage, is not exactly obvious. How are we to tackle digital heritage? The fact that its code can be copied, combined with a strong reliance on user interaction, is a distinguishing characteristic of digital art, one which also complicates framing it with the traditional categories of art history. Moreover, innovations can be tested, which may have been established in the social understanding of landscape. ![]() They address norms of interpretation and evaluation of landscape that are considered as bound together. On the other hand, landscape contingencies can be tested. It is shown that the playful engagement with landscape takes place in two dimensions: On the one hand, role expectations, norms, and values associated with landscape are conveyed, thus providing guidance for individual construction and individual experience of landscape. This theoretical framing also involves fundamental considerations on the connection between games and landscapes, which will be illustrated in more detail by means of two case examples, i.e., model railroads and pinball landscapes. The theoretical framing of landscape will be carried out within the theory of the three landscapes, following Karl Popper’s three worlds. Accordingly, this present essay deals with conceptual considerations of the function of games in relation to the social and individual construction of landscape. Play is an essential element of comprehending the concept “landscape”. Games, however, take on great significance in the process of socialization in order to introduce the socializing person into the interpretations, valuations, and practices of the social world, which applies correspondingly to landscape. ![]() The significance of play in the construction of landscape involving the feedback relationships between social conventions and the individual and between the individual and physical space, contrastingly, has so far received only little scientific attention.
0 Comments
Leave a Reply. |