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Space and Culture
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Spatial Regimes of the Digital Playground

Cultural Functions of Spatial Practices in Computer Games

Sybille Lammes

Utrecht University

In this article, the author investigates how computer games can be understood as sociospatial practices. Although spatiality has always been considered a central quality of any digital game, cultural and social functions of space have not been much theorized in relation to games. This article furthers a discussion on how they can be understood as spatial practices by proposing a first approach that makes an analysis of games as sociospatial practices possible. It introduces the concept of magic node as a manner to facilitate such a study of games. A case study of cartographical practices in real time strategy games exemplifies how games can be approached as such magic nodes.

Key Words: games as spatial cultures • magic circle • node • actor-network theory • cartography • game spaces

Space and Culture, Vol. 11, No. 3, 260-272 (2008)
DOI: 10.1177/1206331208319150


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