One Simulated Hand, Two Real Hands: Antisimulation and Phenomenological Correspondence in Videogame Control Schemes

  • Joseph Garvin University of Bristol

Abstract

This paper sets out a framework for understanding the control schemes of computer games in terms of ‘phenomenological correspondence’. The complexity of the simulated action corresponds with the complexity of the player’s action on the controls. With this, the traditional or popular view of controls as either ‘simulator’ or ‘arcade’ controls makes sense as different forms, either ‘completionist’ or ‘reductionist’, of correspondence. As well, a third kind of control scheme can be made sense of, the ‘antisimulation’ seen in games like QWOP. These controls involve an ‘excessive’ phenomenological correspondence, where one simulated hand requires two player’s hands to control.

Author Biography

Joseph Garvin, University of Bristol
I am a final-year PhD student at the University of Bristol Philosophy department, writing up a thesis on demarcation issues in the work of Kuhn, and comparing him to Popper, Carnap, and Hempel.

References

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Games Cited

Aerosoft (2011) OMSI. Aerosoft (Windows)

Bennett Foddy (2008) QWOP. Bennett Foddy (Flash, iOS)

Bossa Studios (2013) Surgeon Simulator 2013. (Android, iOS, Playstation 4, GNU/Linux, Windows, Mac OS)

Infinity Ward (2007) Call of Duty 4: Modern Warfare. Activision (XBox 360, Playstation 3, Windows, Mac OS X, Wii)

Microsoft Game Studios (2006) Flight Simulator X. Microsoft Games Studios (Windows)

Semi Secret Software (2009) Canabalt. Semi Secret Software (Flash, Apple iOS, Android, PlayStation 3, PlayStation Portable, PlayStation Vita, Commodore 64)

Wolfire Games (2012) Reciever. Wolfire (Windows, GNU/Linux)

Young Horses Inc (2014) Octodad: Dadliest Catch. (Playstation 4, Playstation Vita, GNU/Linux, Windows, Mac OS)
Published
June 5, 2015
Section
Articles