Breindahl, Charlie

If It's In The Game, It's In The Game. Or, What Makes Games Feel Real?

Abstract

Many computer games are simulations. Some of these try to simulate reality as convincingly as possible. In order to make any kind of representation of reality, choices have to be made about which parts of reality to incorporate in the representation. This is especially evident when the representation in question is a computer game. Framing is the key term here: 1. Framing play: Framing is a defining quality of play and playing is arguably what computer games are all about. 2. Framing reality: The decision about which parts of reality to simulate in the game is also a key factor. 3. Framing the image. The computer simulation is capable of simulating first person point-of-view as well as third person point-of-view. I have chosen to investigate motor racing as an event and compare my field studies to representations in a number of different media. The most important representation is in computer games, fan sites and other web sites, but I also analyse motor racing in car enthusiasts magazines, comic books, film, tv, art, and slot car racing. The investigation shows that ³reality² is an illusive concept in all kinds of representations. In some respects, the computer game feels more real than the reality it is supposed to simulate, whereas reality is more playful than the game.