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There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces

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Computer Games as a Sociocultural Phenomenon

Abstract

Most games strive to achieve what is called, colloquially, immersion. This means that the game world — or virtual space — is so interesting and so detailed that the players forget that they are playing a game. Another word used to describe this phenomenon is mimesis. There are games that deliberately transgress against mimesis1, and games that do so inadvertently, but it is generally accepted that improving mimesis in a game makes it more fun to play (Giner-Sorolla, 1996).2

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© 2008 Peter Berger

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Berger, P. (2008). There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces. In: Jahn-Sudmann, A., Stockmann, R. (eds) Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan, London. https://doi.org/10.1057/9780230583306_5

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