“Ruinensehnsucht”: Longing for Decay in Computer Games

Research output: Journal contributionsConference article in journalResearchpeer-review

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“Ruinensehnsucht”: Longing for Decay in Computer Games. / Fuchs, Mathias.
In: ToDiGRA, Vol. 3, No. 2, 2, 22.09.2017, p. 37-56.

Research output: Journal contributionsConference article in journalResearchpeer-review

Harvard

APA

Vancouver

Fuchs M. “Ruinensehnsucht”: Longing for Decay in Computer Games. ToDiGRA. 2017 Sept 22;3(2):37-56. 2. doi: 10.26503/todigra.v3i2.68

Bibtex

@article{d934c39c2bab416eb07be45f41313991,
title = "“Ruinensehnsucht”: Longing for Decay in Computer Games",
abstract = "There is no technical reason and no quality inherent to the medium of computer games that would require corrosion, dust, and ruins. Pixels do not corrode and 3D geometry is not affected by physical decay. Yet if we look at contemporary computer games we find an abundance of ruined buildings, of mould and of all forms of decay of organic matter and inorganic materials. It would be too easy to explain this fact by an attempt to increase realism, because some of these games clearly feature more decay than reality could ever produce. There must be a longing by designers and players to immerse themselves within an environment of disintegrating, decaying objects. The author investigates the longing for decay along four threads that are informed by computer games history, art history, psychoanalytic reasoning and the concept of transmedia megatext.",
keywords = "Cultural studies, Game Studies, Art History, ruins, digital dust, creative games, computer games history, psychoanalysis, philosophy of games, pathos formula, transmedia megatext, Culture and Space, Spatial Archetypes, Phantasmal Spaces",
author = "Mathias Fuchs",
year = "2017",
month = sep,
day = "22",
doi = "10.26503/todigra.v3i2.68",
language = "English",
volume = "3",
pages = "37--56",
journal = "ToDiGRA",
issn = "2328-9414",
publisher = "ETC Press",
number = "2",

}

RIS

TY - JOUR

T1 - “Ruinensehnsucht”

T2 - Longing for Decay in Computer Games

AU - Fuchs, Mathias

PY - 2017/9/22

Y1 - 2017/9/22

N2 - There is no technical reason and no quality inherent to the medium of computer games that would require corrosion, dust, and ruins. Pixels do not corrode and 3D geometry is not affected by physical decay. Yet if we look at contemporary computer games we find an abundance of ruined buildings, of mould and of all forms of decay of organic matter and inorganic materials. It would be too easy to explain this fact by an attempt to increase realism, because some of these games clearly feature more decay than reality could ever produce. There must be a longing by designers and players to immerse themselves within an environment of disintegrating, decaying objects. The author investigates the longing for decay along four threads that are informed by computer games history, art history, psychoanalytic reasoning and the concept of transmedia megatext.

AB - There is no technical reason and no quality inherent to the medium of computer games that would require corrosion, dust, and ruins. Pixels do not corrode and 3D geometry is not affected by physical decay. Yet if we look at contemporary computer games we find an abundance of ruined buildings, of mould and of all forms of decay of organic matter and inorganic materials. It would be too easy to explain this fact by an attempt to increase realism, because some of these games clearly feature more decay than reality could ever produce. There must be a longing by designers and players to immerse themselves within an environment of disintegrating, decaying objects. The author investigates the longing for decay along four threads that are informed by computer games history, art history, psychoanalytic reasoning and the concept of transmedia megatext.

KW - Cultural studies

KW - Game Studies

KW - Art History

KW - ruins

KW - digital dust

KW - creative games

KW - computer games history

KW - psychoanalysis

KW - philosophy of games

KW - pathos formula

KW - transmedia megatext

KW - Culture and Space

KW - Spatial Archetypes

KW - Phantasmal Spaces

UR - https://www.mendeley.com/catalogue/b7ee30bd-2c85-3d52-8742-622064d9c63f/

U2 - 10.26503/todigra.v3i2.68

DO - 10.26503/todigra.v3i2.68

M3 - Conference article in journal

VL - 3

SP - 37

EP - 56

JO - ToDiGRA

JF - ToDiGRA

SN - 2328-9414

IS - 2

M1 - 2

ER -

DOI