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This analysis explores the ontological and material role of light in video games, positing that light serves as the fundamental constituent of the digital play experience. Rather than viewing the game space as a separate, static sphere, the research defines the "Lichtspielraum"—or play space of light—as a dynamic, processual arrangement that emerges from the interaction between the player, hardware, and software. This space is characterized by the constant, high-frequency updating of light-based imagery, which functions as a bridge between the physical environment of the player and the virtual architecture of the game.
The study argues that the industry’s pursuit of "realism" in graphics is largely a marketing-driven strategy that masks the inherent lack of haptics in digital media. Instead of achieving objective reality, games utilize light to create "idealized" representations that compensate for the absence of physical touch. By synthesizing audiovisual cues and past experiences, games allow players to perceive digital surfaces—such as wet cobblestones or complex textures—as tangible, effectively bridging the gap between the screen and the player’s body schema.
Through a philosophical lens, the analysis utilizes the concepts of hyperreality and the simulacrum to explain how video game materialities function. While these digital signs often reference real-world objects, they exist as self-referential ideals that are not meant to be indistinguishable from reality, but rather to function within the specific logic of the game. By examining titles like The Unfinished Swan and Scanner Sombre, the research demonstrates that when games strip away traditional representational layers, they reveal the raw, operational nature of light as an active, constitutive element of the gaming experience.
DiGRA · 2026