2013
DOI: 10.4018/ijgcms.2013100103
|View full text |Cite
|
Sign up to set email alerts
|

The Metaphor-Simulation Paradox in the Study of Computer Games

Abstract: This article discusses the metaphor-simulation paradox in the study of computer games. It is derived from three observations. Firstly, often when authors use the concept of metaphor with regard to games they use it in conceptual and textual vicinity to the concept of simulation. Secondly, the concept of metaphor is often applied to signify seemingly abstract games in opposition to mimetic simulations. Both observations can be made within an artgame discourse of the study of computer games as well as within the… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
5
0

Year Published

2015
2015
2022
2022

Publication Types

Select...
3
1
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(5 citation statements)
references
References 29 publications
0
5
0
Order By: Relevance
“…Overall, we interpret these differences in the aesthetic codes as a reflection of the players' experiences; although both Cyberpunk 2077 and Among Us arguably 'simulate' multiple realworld entities (Giddings 2014;Karhulahti 2015;Möring 2013), only in the former do such simulations surface meaningfully to players. Moreover, this lack of meaningful simulation in the latter appears to be compensated by differently aesthetic design elements, such as character customization and frequent content changes (see Sihvonen 2011;Wirman 2011).…”
Section: Aesthetics and Designmentioning
confidence: 92%
“…Overall, we interpret these differences in the aesthetic codes as a reflection of the players' experiences; although both Cyberpunk 2077 and Among Us arguably 'simulate' multiple realworld entities (Giddings 2014;Karhulahti 2015;Möring 2013), only in the former do such simulations surface meaningfully to players. Moreover, this lack of meaningful simulation in the latter appears to be compensated by differently aesthetic design elements, such as character customization and frequent content changes (see Sihvonen 2011;Wirman 2011).…”
Section: Aesthetics and Designmentioning
confidence: 92%
“…Overall, we interpret these differences in the aesthetic codes as a reflection of the players' experiences: although both Cyberpunk and Among Us arguably "simulate'' multiple real-world entities (Giddings 2014;Karhulahti 2015;Möring 2013), only in the former such simulations surface meaningfully to players. Moreover, this lack of meaningful simulation in the latter appears to be compensated by differently aesthetic design elements, such as character customization and frequent content changes (see Sihvonen 2011;Wirman 2011).…”
Section: Aesthetics and Designmentioning
confidence: 94%
“…In a timely analysis on what its author calls the metaphor-simulation dilemma , Sebastian Möring (2012) poses the question whether some videogames are better understood as metaphors rather than simulations. He speculates whether “any procedural object or phenomenon can simulate another procedural object or phenomenon” (12), and in a later article continues by saying that “simulations as such also have to persuade the user—namely that they successfully simulate what they pretend to simulate” (2013, 53).…”
Section: A Simulation and To Simulatementioning
confidence: 99%
“…Artifacts never simulate or persuade by themselves; however, people may well see them as instruments of simulative and persuasive intentions. To make this and other related perplexities manageable, I adopt a view according to which the videogame and its components cannot simulate anything by themselves, but their designers may choose to structure them as simulators or simulations of something that they wish to simulate (see Möring, 2013, 64-66).…”
Section: A Simulation and To Simulatementioning
confidence: 99%