Размер шрифта: Фон:

UDC 316.77 + 74.01
DOI: 10.30628/1994-9529-2021-17.4-11-30

Olga V. Sergeyeva
Saint Petersburg State University,
Universitetskaya nab., 7–9, 199034, Saint Petersburg, Russia
ResearcherID: C-2692-2016
ORCID: 0000-0002-8093-609X
e-mail: o.v.sergeeva@spbu.ru

Ekaterina A. Orekh
Saint Petersburg State University,
Universitetskaya nab., 7–9, 199034, Saint Petersburg, Russia
ResearcherID: H-6396-2015
ORCID: 0000-0001-9120-1198
e-mail: e.orekh@spbu.ru

For citation
Sergeyeva O.V., & Orekh E.A. From Gilles Deleuze’s Analysis of Dynamic Images to the Exploration of the Visuality of Serious Computer Games. The Art and Science of Television. 2021. 17 (4), pp. 11–30. https://doi.org/10.30628/1994-9529-2021-17.4-11-30

From Gilles Deleuze’s Analysis of Dynamic Images to the Exploration of the Visuality of Serious Computer Games

Abstract. Computer games involve a rich visual environment, which is usually associated with a fascinating pastime. But what about the visuality of games aimed at solving deep social, scientific, civil problems, where gaming pleasure should be realized along with the achievement of non-game goals? According to the concept of procedural rhetoric (Ian Bogost), any game convinces a person, through simulated situations, to make decisions and take subsequent actions. In the authors’ opinion, images in games work in the same way for proceduralism and support of player’s actions. To illustrate the scientific discussions about the engaging visuality of computer games, the article reviews publications on the topic (Graeme Kirkpatrick, Paul Atkinson and Farzad Parsayi, Asaf Friedman). Further, the authors offer an image classification for the visual content analysis, which takes into account the stimulating role of images in overcoming game challenges and gaining control over the game world. According to this classification, the visual component of a computer game may contain the following images: image-action; image-perception; imageemotion; image-development. Like many researchers of dynamic images, the authors refer to G. Deleuze’s concept of image-motion. However, they rethink his ideas in relation to the nature of computer games, the visual expression plane of which is not so much a spectacle for aesthetic experience, but rather an environment where the observed is a stimulus for the player’s
physical response. The stimulating role of images is considered in the article on the example of “serious” games designed to help people socially and psychologically. Four
game cases (Gris, 2018; Auti-Sim, 2013; SnowWorld, 2003; Dreams, 2020) are analyzed, each embodying a dominant image variant—action, perception, emotion, or development—spurring players to different reactions. The classification discussed and the analysis performed contribute to a better understanding of the nature of computer games.
Keywords: visual design, image, serious computer games, procedural rhetoric, digital aesthetics, digital culture, visual research, visual analysis