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E-book Ludotopia : Spaces, Places and Territories in Computer Games
Since the late 1980s a so called ‘spatial turn’ affected the arts and humanities, fore-most cultural studies. Also, computer game studies took a turn towards space, if they were not from the very beginning always about analyzing the spatiality of digital games (Günzel 2010). Nevertheless, this contribution investigates not only spatial theories, but suggests a further possible turn within the spatial turn and look at computer games themselves as spatial concepts. This means that in as much as spatial theory can be used in game studies to describe their objects in structure and appearance, games do enact spatial concepts. o understand this new approach, it nevertheless is crucial to go back to the ori-gin of the current debate about the spatial turn, which can be traced back to 1974, when Henri Lefebvre published his book La production de l’espace. Yet in the 1970s the relevance for a spatial account of culture has not been recognized yet. It took almost two decades, until – by reason of the English translation of Lefebvre’s (1991) book – neo-marxist and postmodern theorists began to discover the relevance of a spatial approach in sociology and urban studies. During the 1980s the focus lay on what Fredric Jameson (1998) called the ‘cultural turn’, i.e. the critical notion of cap-italism incorporating culture for means of profit (Jameson 1984). Spatial thinking was present only implicitly, most prominently in Michel Foucault’s (1998 and 1977) research on heterotopology and panopticism.
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