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Politics and aesthetics of indexical representation in digital games and VR

Project description

Who gets to be real in virtual worlds

Digital games promise immersion, but whose reality are they simulating? From ancient cities in Assassin’s Creed to war zones in VR shooters, games claim authenticity. However, they often sideline peripheral places and marginalised voices. The ERC-funded GAMEINDEX project digs deeper, tracing how realism is built through indexicality. It will use real-world elements like motion-captured actors and 3D-scanned landmarks. Through on-site ethnography, game analysis, and media discourse, GAMEINDEX explores who gets digitised and why. Overall, the project will show how production choices shape what players see. The goal is a new theory of representation that exposes hidden biases and inspires developers to craft fairer and more inclusive virtual worlds rooted in reality.

Objective

Many contemporary digital games and VR experiences – including the Assassin’s Creed series of historical games – claim to provide realistic representations of places or people. But how is this realism achieved and which places and people get included?
To answer this question, GAMEINDEX focuses on indexical representations – traces of real-life objects or people in the simulated worlds of digital games and VR. Such indices include 3D scans of buildings or the likenesses and performances of actors who provide motion capture data. GAMEINDEX will investigate indexical representation in digital games and VR using the following methods: 1) ethnographic on-site research of indexical techniques, such as motion capture and photogrammetry, 2) qualitative analyses of selected games that represent peripheral locations or groups of people, 3) analysis of the public discourse about indexical techniques. In the final step, the project will synthesize empirical findings into a theory that will chart the relationships between production practices, game content, and public discourse, elucidating political and aesthetic dimensions of indexicality.
Due to the pressures to succeed on the globalized market, games have underrepresented and misrepresented peripheral locations and underprivileged groups of people. So far, studies of representation in games have focused on tropes and stereotypes within the games’ content. Thanks to its focus on indexicality, GAMEINDEX will provide a breakthrough in the study of media representations by transcending close readings and content analysis and studying how representation arises in the production process. The resulting theory will serve as a tool for critique, helping us understand how real locations and people are being exploited and reconfigured into entertainment products. At the same time, it will provide inspiration for developers to create more diverse and just representations of real-world phenomena.

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Programme(s)

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Topic(s)

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Funding Scheme

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HORIZON-ERC - HORIZON ERC Grants

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Call for proposal

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(opens in new window) ERC-2024-COG

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Host institution

UNIVERZITA KARLOVA
Net EU contribution

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€ 1 792 888,00
Address
OVOCNY TRH 560/5
116 36 Praha 1
Czechia

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Region
Česko Praha Hlavní město Praha
Activity type
Higher or Secondary Education Establishments
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Total cost

The total costs incurred by this organisation to participate in the project, including direct and indirect costs. This amount is a subset of the overall project budget.

€ 1 792 888,00

Beneficiaries (1)

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