Abstract
The phenomenon of the game, which was indefinable and multifaceted at all times, has expanded its sphere of influence in the digital society. The allure of digital games, which shows how self-interested and stubbornly people are able to invest in something that does not benefit them, is actively used for a wide variety of purposes. Technology has not only made games more realistic, complex, and immersive, but it has also affected their ability to enter the reality. The article presents videogames, which seek to escape their magic circle, “breaking the fourth wall” by interfering with reality, and everyday life that is almost indistinguishable from the game. With some features of games, digital technology has contributed to the proliferation of the “semiverse” state of play, in which one allows oneself to act according to the “rules of the game,” even though one understands that they are not real. By adjusting to multiple more or less game-like realities, human thinking allows for half-hearted and contradictory rules and theories.
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Bylieva, D. (2023). A Semiverse of Games. In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 830. Springer, Cham. https://doi.org/10.1007/978-3-031-48020-1_2
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DOI: https://doi.org/10.1007/978-3-031-48020-1_2
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