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Worlds of Affect: Virtual Geographies of Video Games

Author

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  • Ian Graham Ronald Shaw

    (Department of Geography and Regional Development, University of Arizona, Tucson, AZ 85721, USA)

  • Barney Warf

    (Department of Geography, University of Kansas, Lawrence, KS 66045, USA)

Abstract

Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that there are two interrelated conceptual dimensions to the study of video games. First, there are the representational issues concerning the worlds depicted in video games, such as those portraying hypersexualized women or Orientalist depictions of Arab enemies. We suggest, however, that these cultural, sexual, and political representations are not the only forces doing work on the player within the virtual world of a video game. This paper complements a purely representational approach by considering ‘affect’ as a precognitive force which disrupts and delights the player with reactions ranging from fear to joy. We argue that, as the spatiality of video games has evolved from simple two-dimensional to complex three-dimensional worlds; the importance of an affective experience to the player has become paramount. Exploiting and manipulating the player's sensory experience is now the central strategy for many game designers. The paper is divided in two interrelated sections: the first tackles representational issues from culture to violence, while the second section contributes to our understanding of video games as ‘worlds of affect’.

Suggested Citation

  • Ian Graham Ronald Shaw & Barney Warf, 2009. "Worlds of Affect: Virtual Geographies of Video Games," Environment and Planning A, , vol. 41(6), pages 1332-1343, June.
  • Handle: RePEc:sae:envira:v:41:y:2009:i:6:p:1332-1343
    DOI: 10.1068/a41284
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    References listed on IDEAS

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    1. Jennifer Johns, 2006. "Video games production networks: value capture, power relations and embeddedness," Journal of Economic Geography, Oxford University Press, vol. 6(2), pages 151-180, April.
    2. Edward Castronova, 2001. "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier," CESifo Working Paper Series 618, CESifo.
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    Cited by:

    1. Tranter, Paul & Sharpe, Scott, 2012. "Disney-Pixar to the rescue: harnessing positive affect for enhancing children’s active mobility," Journal of Transport Geography, Elsevier, vol. 20(1), pages 34-40.

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