My central argument is that spatiotemporal experiences in videogames occur within the context of everyday life, rather than residing within the realm of virtual reality, a simulation that evokes the construction of a space of representation that can be related -as if it were real, effecting a separation from the -really real. I draw on theories from art, architecture, geography and anthropology in order to understand how the spatiotemporal elements in videogames relate to contemporary approaches to space and time where the ideas of non- places and everyday life are paramount. From the designer's monitor to the player's screen, spatiotemporal elements shape the player's experience of videogame spaces, expanding on her perceptions of everyday life. This thesis explores the concepts of space and time in videogames. Through this thesis, we shall illustrate the ways that these games do articulate cultural values and in turn lead to an exchange between players who play these games and the developers who make them. These games have been selected as each has an appearance of the ‘Superflat’, in that they do not appear to have any overt cultural origin. ‘Style as Experience’, ‘Style as the Center of Production’, ‘Style as Retrospection’ and finally, ‘Style is Playable’ all make use of case studies of four Japanese made video game series which are popular both at home and abroad. Each chapter will be pertinent to a different aspect and way in which the discussed ‘style’ articulates. The layout of the thesis is based on four case studies, and the way in which each communicates a ‘style’ (As defined in the thesis), and how this style facilitates cultural exchange and speaks of cultural history. It will be suggested that through the various forms in which style is articulated through video game aesthetics and play, allows for a platform upon which cultural exchange and influence to occur. In this study, the roles and forms that that ‘style’ takes in Video Games, both aesthetically and mechanically, will be of key interest. Video Game style and aesthetics will be discussed in conjunction with the work of Anne Allison on the globalization of Japanese Popular Culture. Through discussion of the cultural exchange between both east and west through games will allow a deeper understanding of the function that computer and video games serve in today’s society of both young and old from both cultures. This thesis will give an insight into how contemporary Japanese Video Game media communicate cultural exchange between eastern and western society.
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