Skip to main content

Realism and Virtuality: Carmageddon as Contemporary Simulacrum Model

  • Conference paper
Interactive Storytelling (ICIDS 2010)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 6432))

Included in the following conference series:

  • 4328 Accesses

Abstract

It is a popular idea that violence and addiction (long term immersion in virtual worlds) are negative outcomes of game’s content and graphic. The paper explores weather those elements can serve as the starting point in research of the role of realistic representation of violence. By analysing basic structural elements of games (topography, narration and action), the paper will propose formal analyse as precondition for phenomenology of games. The game Carmageddon will serve as base for analyse of new type of simulacrum that is ”action oriented”.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Ballard, J.G.: Crash. Vintage Books, NY (1985)

    Google Scholar 

  2. Baudrillard, J.: Simulakrumi i simulacija, Naklada društva arhitekata: Karlovac (2001)

    Google Scholar 

  3. Cover, R.: Gaming (Ad)diction: Discourse, Identity, Time and Play in the Production of the Gamer Addiction Myth, Games Studies 6(1) (December 2006), http://gamestudies.org/0601/articles/cover

  4. Deleuze, G.: Postscript on the Societies of Control. MIT Press, Cambridge (1992)

    Google Scholar 

  5. Galloway, A.R.: Essays on Algorithmic Culture. University Of Minnesota Press (2006)

    Google Scholar 

  6. Peterlić, A.: Osnove teorije filma, Zagreb. Hrvatska sveučilišna naklada (2001)

    Google Scholar 

  7. Sommerseth, H.: Gamic Realism: Player, Perception and Action in Video Game Play. In: Proceedings of DIGRA 2007, Conference (2007)

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Peović Vuković, K. (2010). Realism and Virtuality: Carmageddon as Contemporary Simulacrum Model. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds) Interactive Storytelling. ICIDS 2010. Lecture Notes in Computer Science, vol 6432. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16638-9_39

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-16638-9_39

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16637-2

  • Online ISBN: 978-3-642-16638-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics