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Videogames, visuality and screens: reconstructing the Amazon in physical geographical knowledge
Author(s) -
Ash James N,
Romanillos José Luis,
Trigg Mark
Publication year - 2009
Publication title -
area
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.958
H-Index - 82
eISSN - 1475-4762
pISSN - 0004-0894
DOI - 10.1111/j.1475-4762.2009.00889.x
Subject(s) - embodied cognition , phenomenology (philosophy) , sociology , epistemology , dissemination , horizon , aesthetics , graphics , presentation (obstetrics) , meaning (existential) , data science , computer science , visual arts , art , philosophy , telecommunications , physics , astronomy , medicine , radiology
In this article we attend to an emergent practice of visualising GIS data in physical geography using the graphics engine of a videogame, Crysis. We suggest these modes of image‐making aid the possibility of imagining and disseminating complex geographical data differently by re‐contextualising seemingly abstract mathematical information within a human horizon of embodied meaning. Furthermore we argue these ways of imagining are closely linked to the technology and phenomenology of screens which make the presentation of these images possible. We close by reflecting on the possibility that these technologies are shifting the grounds of vision and the geographical imagination of users.

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