The opening scene of Dear Esther, perhaps the 'original' walking simulator game |
Now that all the coursework for my Masters is finished, I’ve been engrossed in independent research for my dissertation, which is due at the end of August.
My research is about video games.
Video games are increasingly
popular and influential cultural products. The video game industry is now worth $99.6 billion globally – which is more than books, music and cinema
respectively – and is growing at 8.5% each year. The diversity and innovation
that this industry is now producing has rightfully bolstered the status of
games as ‘art’. More than ever, they are deserving of in-depth research. But
compared to other cultural products, research is significantly lacking.
My dissertation is looking at the environments of video games. In
particular, I’m focusing on a type called ‘walking simulator’ or ‘exploration’
games. What sets these titles apart is how players interact with the game,
where many traditional game mechanics are avoided (e.g. shooting/fighting,
counting scores, winning/losing, player death, character customisation).
Instead, these games engage players and tell stories mainly by providing a rich environment for the player to
explore.
Like in real places, these virtual
environments have a rich sense of place because they are the setting for a body
of information and meanings – sights, sounds, memories, emotions, histories,
symbols, and so on – that are unique to that site. Unlike in many traditional
games, in which their setting is simply a backdrop for the actions the game wants
you to perform, walking simulators are based on the idea that the stories and
emotional power present in well-designed, immersive game environments alone can
give the player a (potentially more) engaging experience.
What fascinates me is the way
that virtual environments can enable such deeply affecting experiences, given
that they are literally made up of computer code, manipulated through the minds
and actions of their designers and players.
To understand how this happens,
my research has three main questions at its core:
- What spatial techniques do designers use to
construct a sense of place in video games?
- What agency do players have in the designed game
world? What is the power relationship between designers and players in
experiences of the game world?
- How is the player’s own identity brought into
the world of the video game?
Like all geographers undertaking
primary research, I’m doing fieldwork to find the answer to these questions.
Though, as you might imagine with a topic like video games, my ‘field’ isn’t
the traditional grassy wetland on a rainy day. It is more of a virtual one.
In three posts over the next
three days, I’ll be talking about the methods I’ve used to gather data in this
unconventional ‘field’. These include laying the groundwork for my research by
attending game events, listening to talks by game designers, and making contact
with people in the industry; interviewing award-winning,
internationally-recognised game developers; and, perhaps most excitingly, a
novel technique of playing video games and recording my experiences.
I’m ultimately hoping that my
research can break new ground in the knowledge and study of video games, and
give rise to some new threads of thinking within geography and other humanities/social
sciences.
Over the next three days I’ll
explain how.
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You can read the research proposal I wrote for my dissertation here.
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You can read the research proposal I wrote for my dissertation here.
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