Types

The defining element in computer games is spatiality1. There are many different types of space surrounding video games. Michael Nitsche2 defines five types of spaces. Rule-based space is the space of the console or machine itself that creates compelling spaces3. Fictional or imagined space is what the player visualises in their mind whist playing the game. The actual physical space that the player occupies and the social space they are part of play an important role in interactivity. However, it is the mediated space that is essential for analysing games.

Mediated, or diegetic space4 is the space that is depicted on the screen. It focuses on the interior fictional world of the game and has a major impact on the success of games. Aaresth argues that games “live or die by the effectiveness of [their] user interface design” as games that aren’t easy to use and intuitive will not become popular1. This was evident in the original version of Half Life (Valve Corporation, 1998). Birdwell describes the games as “not fun”. The levels did not fit, the game was not interactive enough and it had major technical problems5. Valve redesigned the game to be more user-friendly and it became a huge hit.