Abstract
Landscape can be divided (referring to the three worlds theory of Karl Popper) into three levels: As a part of a material world, which becomes landscape 1 through the fact that elements of this world are synthesized within the consciousness. Morevoer, this landscape within the consciousness receives input from the social patterns of interpretation, evaluation and categorization to landscape (landscape 3). ‘Play’ and ‘game’ also have the function of communicating the contents of landscape 3 to landscape 2, but ‘game’ also opens up the possibility of making and communicating contingent landscape experiences. The development of virtual as well as augmented worlds includes an extension of providing a contingent experience. However, especially the design of games in the virtual world restricts contingencies by resorting to social, cultural and landscape stereotypes, as the example of the computer game ‘Civilization’ illustrates. The paper shows potentials of an intensified scientific engagement with VR and AR for the in dividual and social construction of landscape.
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