Skip to main content

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 830))

  • 264 Accesses

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.

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

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover 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

Similar content being viewed by others

References

  1. Wittgenstein, L.: Philosophical Investigations. Pearson, Englewood Cliffs (1973)

    Google Scholar 

  2. Adamowsky, N.: Productive indeterminacy: on the relationship between play and science. Technol. Lang. 9, 8–20 (2022). https://doi.org/10.48417/technolang.2022.04.02

  3. Suits, B.H.: The Grasshopper: Games, Life, and Utopia. University of Toronto Press (1978)

    Google Scholar 

  4. Caillois, R., Barash, M.: Man, Play, and Games. University of Illinois Press, Urbana (2001)

    Google Scholar 

  5. Sicart, M.: Play Matters. The MIT Press, Cambridge (2017)

    Google Scholar 

  6. Spencer, H.: First Principles. University Press of the Pacific, Stockton (2002)

    Google Scholar 

  7. Herodotus: History of Herodotus : a new English version. D. Appleton, New York (1861)

    Google Scholar 

  8. Vygotsky, L.S.: Mind in Society: the Development of Higher Psychological Processes. Harvard University Press, Cambridge (1978)

    Google Scholar 

  9. Mandelbaum, M.: Family resemblances and generalization concerning the arts. Am. Philos. Q. 2, 219–228 (1965)

    Google Scholar 

  10. Serkova, V.: The digital reality: artistic choice. IOP Conf. Ser. Mater. Sci. Eng. 940, 012154 (2020). https://doi.org/10.1088/1757-899X/940/1/012154

  11. Coeckelbergh, M.: Response: language and robots. Technol. Lang. 3, 147–154 (2022). https://doi.org/10.48417/technolang.2022.01.14

  12. Coeckelbergh, M.: When machines talk: a brief analysis of some relations between technology and language. Technol. Lang. 1, 28–33 (2020). https://doi.org/10.48417/technolang.2020.01.05

  13. Almeida, C., Kalinowski, M., Uchôa, A., Feijó, B.: Negative effects of gamification in education software: systematic mapping and practitioner perceptions. Inf. Softw. Technol. 156 (2023). https://doi.org/10.1016/j.infsof.2022.107142

  14. Hammedi, W., Leclercq, T., Poncin, I., Alkire (Née Nasr), L.: Uncovering the dark side of gamification at work: impacts on engagement and well-being. J. Bus. Res. 122, 256–269 (2021). https://doi.org/10.1016/j.jbusres.2020.08.032

  15. Checa, D., Bustillo, A.: A review of immersive virtual reality serious games to enhance learning and training. Multimed Tools Appl. 79, 5501–5527 (2020). https://doi.org/10.1007/s11042-019-08348-9

    Article  Google Scholar 

  16. Mark, E., Dan, P.: Playful ambience (2011)

    Google Scholar 

  17. Phillips, A.: Gamer Trouble: Feminist Confrontations in Digital Culture. NYU Press (2020)

    Google Scholar 

  18. Garda, M.B., Karhulahti, V.-M.: Let’s play tinder! Aesthetics of a dating app. Games Cult. 16, 248–261 (2021). https://doi.org/10.1177/1555412019891328

    Article  Google Scholar 

  19. Nguyen, C.T.: How Twitter gamifies communication. In: Lackey, J. (peд.) Applied Epistemology. Oxford University Press, Oxford (2021)

    Google Scholar 

  20. Luger, E., Sellen, A.: Like having a really bad PA: the gulf between user expectation and experience of conversational agents. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 5286–5297. ACM, New York (2016)

    Google Scholar 

  21. Bylieva, D., Nordmann, A., Lobatyuk, V., Nam, T.: Social interaction with non-anthropomorphic technologies. In: Bylieva, D., Nordmann, A. (eds.) PCSF 2022. LNNS, vol. 636, pp. 47–58. Springer, Cham (2023). https://doi.org/10.1007/978-3-031-26783-3_6

  22. Bylieva, D.: Language of AI. Technol. Lang 3, 111–126 (2022). https://doi.org/10.48417/technolang.2022.01.11

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Daria Bylieva .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

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

Download citation

Publish with us

Policies and ethics