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Procedural Realism in Computer Strategy Games

Throughout the history of strategy games, the concept of realism has taken part of cultural discourses that claim such games reproduce dynamics of war. In this thesis, A. Galloways, I. Bogosts and C. Pierces work are used to construct the concept of procedural realism to support the thesis that strategy games build realist fiction based on the execution of game processes through the Heads Up Display interface. Discussion on the visibility of rules will draw attention to the extra-diegetic dimensions of games, to explore how these devices promote ideological approaches to the real. The form of realism found in computer strategy games is an example of Katherine Hayles regime of computation, where [c]ode is understood as the discourse system that generates nature itself (27). This worldview is also present in non-computational strategy wargames; however, analysis focuses on Real Time Strategy and Turn-Based Strategy games non-diegetic devices. / Modern Languages and Cultural Studies

Identiferoai:union.ndltd.org:LACETR/oai:collectionscanada.gc.ca:AEU.10048/690
Date11 1900
CreatorsParedes-Olea, Mariana
ContributorsCisneros, Odile (Modern Languages and Cultural Studies), Gouglas, Sean (History and Classics), Cisneros, Odile (Modern Languages and Cultural Studies), Gouglas, Sean (History and Classics), White, Jerry (English and Film Studies)
Source SetsLibrary and Archives Canada ETDs Repository / Centre d'archives des thèses électroniques de Bibliothèque et Archives Canada
LanguageEnglish
Detected LanguageEnglish
TypeThesis
Format24913419 bytes, application/pdf
RelationParedes Olea, Mariana. "Narrar con Procesos," La tempestad 67. Mexico 2009.

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