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In-Game Photography. A Remediation of the Picturesque

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F26482789%3A_____%2F24%3A10152691" target="_blank" >RIV/26482789:_____/24:10152691 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.transcript-publishing.com/978-3-8376-7203-9/virtual-photography/" target="_blank" >https://www.transcript-publishing.com/978-3-8376-7203-9/virtual-photography/</a>

  • DOI - Digital Object Identifier

Alternative languages

  • Result language

    angličtina

  • Original language name

    In-Game Photography. A Remediation of the Picturesque

  • Original language description

    The contemporary digital visual culture is experiencing a boom in in-game photography, which is determined by technological determinants, including the continuous improvement of computational capabilities of hardware and the enhancement of graphic software, which relies on the ability to artificially create the impression of &quot;reality&quot; in order to perfect the immersion in the game environment.However, in recent years, in the context of games such as Skyrim, Assasin&apos;s Creed series, Dark Souls, Elden Ring and others, a specific genre of in-game photographs has emerged, which are subsequently shared by players and users on social networks (Facebook, Reddit), and which is characterized by the imitation of the classic photographic and pictorial genre - picturesque. In this way, they remediate this genre, but at the same time deterritorialize it. On the one hand, we encounter sunsets in selected games, images of landscapes, coastlines, urban space, nature, which could be described as picturesque; on the other hand, they bring a specific modus of digital subjectivation. In the vast majority of these images, the player&apos;s character is also captured, including individually selected outfits and equipment, whereby, thanks to the caption (if it accompanies the photograph), the virtual identity of the player is shaped and constructed, including narrative structures. Thus, whilst at first thought it would appear that in-game photographs are merely subjective expressions of what a given individual finds picturesque or worthy of capture, and thus there could be a potentially infinite number of them, a consensus has formed within virtual environments and gaming communities as to which places are picturesque and which should be captured, thus creating a hierarchy in the evaluation of given photographs. In other words, in-game photography is a photographic practice and technique that mirrors the logic of late capitalism, based on gamification and the struggle for attention.

  • Czech name

  • Czech description

Classification

  • Type

    C - Chapter in a specialist book

  • CEP classification

  • OECD FORD branch

    60405 - Studies on Film, Radio and Television

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2024

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Book/collection name

    Virtual Photography. Artificial Intelligence, In-game, and Extended Reality

  • ISBN

    978-3-8376-7203-9

  • Number of pages of the result

    16

  • Pages from-to

    119-134

  • Number of pages of the book

    242

  • Publisher name

    transcript Verlag

  • Place of publication

    Bielefeld, Německo

  • UT code for WoS chapter