Abstract

AbstractBased on the assumption that games are a form of cultural representation that influence cultural and societal ideas, this chapter investigates how landscapes are visualized in game environments and what kind of meaning they convey. The specific focus is on urban landscapes in board games. The chapter draws on Popper’s ‘Three World Theory’ to establish the interaction between the materialistic, cultural, and social sphere. Based on Popper’s theory, it is argued that board games can influence social perception because of their cultural representation of the landscape. Further, the concept of ‘critical theory’ and, more specifically, of ‘critical cartography’ is introduced. Brian Harleys and John Pickels’ approach are outlined to get a better understanding of the implications of the cartographic visualizations. The aim is to demonstrate that a critical approach is necessary because landscape representations in games are not a direct representation of the ‘real world’ but rather reflect cultural norms and ideas. The game Scotland Yard is analyzed due to its map-like board. It is shown that cartographic illustrations can reinforce images and perceptions. The utilization of games to influence awareness and perception has to be considered and critically questioned. In this context, the possible divergence between intention and perception of landscape visualizations has to be addressed.KeywordsUrban landscapeCritical cartographyBoard gamesPublic transportLondonScotland YardSocial perception

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