The transformative potential of emersive gameplay from the point of view of art practices
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Abstract
This paper deals with the transformative potential that is brought forth in digital games when a change in the attention vector is made, which from being outside in, or immersive, turns to be inside out, or emersive. Thus, since games cease to be self-absorbed structures, their ability to influence the individual as well as society is recognized and exploited. Likewise, the emersion in digital games is linked in this research with the emergence of certain artistic practices that explicitly seek to influence the individual and society to bring about tangible changes. In this sense, the paper researchers the soft technologies that come about in emersive gameplay and inquires what have these to offer to the field of art. This research considers emersion of digital games as a possible reference of soft technologies that can be applied in artistic practices. First, it examines how the boundaries between digital games and everyday life have been conceptualized; second, possible ways to transgress those limits are explored; and third, the transformative potential of emersive gameplay is recognized.
How to Cite
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ART PRACTICES, DIGITAL GAMES, EMERSION, SOFT TECHNOLOGIES
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