z-logo
open-access-imgOpen Access
What Are We Really Looking at?
Author(s) -
Barry Atkins
Publication year - 2006
Publication title -
games and culture
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.739
H-Index - 46
eISSN - 1555-4139
pISSN - 1555-4120
DOI - 10.1177/1555412006286687
Subject(s) - temporality , action (physics) , gaze , narrative , video game , metagaming , anticipation (artificial intelligence) , focus (optics) , movie theater , aesthetics , game studies , sociology , epistemology , psychology , media studies , computer science , simultaneous game , multimedia , visual arts , art , game theory , non cooperative game , philosophy , artificial intelligence , psychoanalysis , literature , optics , microeconomics , quantum mechanics , physics , economics
This article looks at the specificity of the image within contemporary video games and examines what might be thought of as the distinct qualities of a game gaze that is different from the cinema gaze. This necessitates a consideration of the specific temporality of video game play where the aesthetic is generated in a maelstrom of anticipation, speculation, and action. Video games prioritize the participation of the player as he or she plays, and that player always apprehends the game as a matrix of future possibility. The focus, always, is not on what is before the player or the “what happens next” of traditionally unfolding narrative but on the “what happens next if I” that places the player at the center of experience as its principle creator, necessarily engaged in an imaginative act, and always orientated toward the future.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom