Virtual space in computer games
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The term virtual is frequently used by game scholars to describe the space presented in computer games. This space is usually typified as unreal and contrasted with unmediated real space. The conception of virtual as fake originates in the popularity of virtual reality technology in the 1980s. There are roughly three descriptions of the virtual in the meaning of unreal: The virtual is seen as an unreal reflection of the real world, as an imitation of it that however much perfected is never the real itself, and as having very real effects. The dichotomy between virtual and real can be traced in game literature in the conception that game space is a representation of real space. The idea that games could thus be analysed as texts prevailed at the outset of the study of games as an academic subject. However, this perspective was soon criticised by scholars who opted to study games foremost as interactive media. This focus on the interactive element of games led to a growing amount of work on the importance of the body during play and, more recently, to a focus on the role of the player as a performer who actively creates space. Studying game space from these approaches, the opposition of real versus unreal virtual space is no longer of use. Constructing an alternative terminology of the virtual drawing inspiration from the work of Deleuze, leads to an understanding of games as processes of virtualisation and actualisation that involve affect. This enables an explanation of the reality of game space, accounts for the convergence between player, machine and game and respects the specific characteristics of games. I recommend the use of the new terminology of the virtual that I formulated, to enable a true break from the perspective of games as representations and maps for the approaches of interactivity and embodiment, and to provide a firm ground for the approach of performativity to study the creation of spatial realities in respect to the specificity of the medium.