The scientific engagement with the connections between landscape and game does not yet have a long history of research. In this respect, most studies on this topic are still quite exploratory. The insights generated to date about the connections are structured by us using the theory of the Three Landscapes, which is a derivative of Karl Popper’s Three Worlds Theory. According to this, Landscape 3 is understood as societal interpretation, evaluation, and categorization patterns. These are partially conveyed to the individual and thus become parts of Landscape 2 (modified by individual landscape experience and personal considerations on the subject). Landscape 1 is formed from the overview of objects (of the material, increasingly of the virtual World 1), whereby social conventions and individual engagement with them are referred to. Games, provided there is a reference to landscape, allow for the testing of contingent landscape constructions, as complexity and complication of the world are usually reduced in the game. The significance of landscape in the game can range from non-existent to constitutively pronounced. Between the materiality and virtuality of the landscape presentation in the game, there is a broad hybrid area, which becomes particularly clear in landscapes based on methods and techniques of Augmented Reality (AR). In addition, games in general, and their landscapes in particular, have a varying degree of influence from expert special knowledge (in terms of landscape representation, rule setting, and rule implementation). Furthermore, there is a polarity between concreteness and abstraction, both in terms of landscape representations and the rules of the game. These polarities determine the degree of complexity and complication of the game (with its landscape), from which the possibilities of contingency experience also arise.

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Landscape and Game

  • Olaf Kühne,
  • Corinna Jenal,
  • Dennis Edler

摘要

The scientific engagement with the connections between landscape and game does not yet have a long history of research. In this respect, most studies on this topic are still quite exploratory. The insights generated to date about the connections are structured by us using the theory of the Three Landscapes, which is a derivative of Karl Popper’s Three Worlds Theory. According to this, Landscape 3 is understood as societal interpretation, evaluation, and categorization patterns. These are partially conveyed to the individual and thus become parts of Landscape 2 (modified by individual landscape experience and personal considerations on the subject). Landscape 1 is formed from the overview of objects (of the material, increasingly of the virtual World 1), whereby social conventions and individual engagement with them are referred to. Games, provided there is a reference to landscape, allow for the testing of contingent landscape constructions, as complexity and complication of the world are usually reduced in the game. The significance of landscape in the game can range from non-existent to constitutively pronounced. Between the materiality and virtuality of the landscape presentation in the game, there is a broad hybrid area, which becomes particularly clear in landscapes based on methods and techniques of Augmented Reality (AR). In addition, games in general, and their landscapes in particular, have a varying degree of influence from expert special knowledge (in terms of landscape representation, rule setting, and rule implementation). Furthermore, there is a polarity between concreteness and abstraction, both in terms of landscape representations and the rules of the game. These polarities determine the degree of complexity and complication of the game (with its landscape), from which the possibilities of contingency experience also arise.