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Videoigre med umetnostjo, potopitvenostjo in kritičnim diskurzom
ID Muftić, Edina (Author), ID Sedlaček, Sašo (Mentor) More about this mentor... This link opens in a new window, ID Fakin Janša, Janez (Comentor)

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Abstract
V diplomskem delu raziskujem potopitvenost v videoigrah skozi vprašanje prostora, telesa in zaznave, s poudarkom na kritičnih videoigrah in neigrah. Osredotočam se na razumevanje virtualnega prostora kot večplastnega in heterotopičnega okolja, ki presega zgolj reprezentacijo fizičnega prostora. Pri tem izhajam iz teorij Michela Foucaulta ter videoigre obravnavam kot prostorske in estetske sisteme, ki igralca vključujejo predvsem z načini orientacije, gibanja in zaznavanja znotraj digitalnega okolja. Posebno pozornost namenjam videoigri The Night Journey, ki jo analiziram kot primer kontemplativne in neciljno usmerjene igralne izkušnje. Raziskujem, kako se s počasno navigacijo, odsotnostjo jasnega cilja, megleno vizualnostjo in prostorsko dezorientacijo vzpostavljajo občutki prisotnosti, sublimnega in izgube distance med igralcem ter virtualnim prostorom igre. Kritične videoigre pri tem razumem kot medij, ki ne temelji nujno na tekmovalnosti ali učinkovitosti, temveč odpira prostor za refleksijo in kontemplacijo.

Language:Slovenian
Keywords:slikarstvo, estetika videoiger, potopitvenost, interaktivna umetnost, neigre, virtualni prostor, igralec, heterotopija, kritične igre, diplomska naloga
Work type:Bachelor thesis/paper
Organization:ALUO - Academy of Fine Arts and Design
Year:2026
PID:20.500.12556/RUL-187513 This link opens in a new window
Publication date in RUL:11.09.2026
Views:115
Downloads:14
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Secondary language

Language:English
Title:Video games between art, immersion and critical discourse
Abstract:
In my thesis, I explore immersion in video games through the lens of space, the body, and perception, with an emphasis on critical video games and non-games. I focus on understanding virtual space as a multi-layered and heterotopic environment that transcends the mere representation of physical space. In doing so, I draw on the theories of Michel Foucault and treat video games as spatial and aesthetic systems that engage the player primarily through modes of orientation, movement, and perception within the digital environment. I pay particular attention to the video game The Night Journey, which I analyze as an example of a contemplative and non-goal-oriented gaming experience. I explore how, through slow navigation, the absence of a clear goal, hazy visuals, and spatial disorientation, feelings of presence, the sublime, and a loss of distance between the player and the game’s virtual space are established. In this context, I understand critical video games as a medium that is not necessarily based on competition or efficiency, but rather opens up space for reflection and contemplation.

Keywords:painting, videogame aesthetics, immersion, interactive art, non-games, virtual space, player, heterotopia, critical games, BA thesis

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