When talking about a space where action is experienced, the theoretical underpinnings of that concept is robust, multi-disciplinary, and unique. There are numerous pieces on space in the field of architecture. My favorite of these is Human Space from O.F. Bollnow. I think this quote adequately describes this book:
“Even though we have refused to regard experienced space, in the sense of mere experience of space, as something merely psychological, it is on the other hand not an object removed from the subject. As we have stressed from the start, it is a question of the relationship between the human being and his space, and thus also of the structure of human existence itself, insofar as this is determined by his relationship with space. It is this sense that we speak of the spatiality of human existence. This term does not imply that life - human existence [Dasein] - is itself something spatially extended, but that it is what it is is only with reference to a space, that it needs space in order to develop within it.” [p.23]
Like most concepts in culture, this is a complex, multi-faceted concept. However, the concept of space didn’t begin as black box that was tipped over and opened, it began in different places and different times. This concept has yet to be unified or black boxed. In fact, it is often avoided. Bollnow states,
“The problem of the spatial condition of human existence or, to put it more simply, of concrete space experienced and lived by humans, has in contrast remained in the background, which is surprising when one considers the traditional, almost proverbial, link between the questions of time and space.”
Heidegger expresses space briefly as do others, but always in passing, always off to the side. This project is essentially about space, specifically how computer-mediated spaces cause issues with regard to non-computer mediated ones. I think that this means that it is necessary to re-calibrate the question that sits at the center of this inquiry.
“What factors contribute to social network or behavioral changes during the same activity through two different spaces of experience?”
Here, we can begin to bring in other things to define the problem area. First, Bollnow refers to mathematical space. This space can be measured in terms of units in much the same way as we measure time. He uses the new apartment but adds that we often don’t think about this space as one that we also experience as a non-measured space. For Bollnow, experienced space is, “space as it is manifested in concrete human life.”
When we start applying these concepts to the space in which a game takes place, there is something interesting that begins to happen.
Settlers of Catan takes place on a table. This table houses the game board which is bounded and measured by the hexagons that dictate what resource is being generated where. On this space are various roads and villages or towns that are also bound by that space. In this regard, this is a measured space, a mathematical space but interacting through that space requires discussions with the other people sharing that discussion. Maybe you’ll talk about your lack of resources, the weather, or maybe you’ll engage in trash talk.
“I am the sheep champion!”
This space is bounded, but experienced, measured, but not confined to those measurements. The pieces matter, but they are a reference. There is no immersion within this space, one doesn’t lose one’s self here because the interaction required with others consistently pulls you into the space that game is taking place.
What happens when one then engages settlers of catan on a screen, things are lost. One has a single emoticon through which to interact or express one’s self. One has to go to a separate screen to discuss trading resources but the only references to interaction are Yes/No or “I want this instead.” There is no trash talk, no discussions of the game state. All of these interactions are truncated, distilled, or lost completely.
It remains to be seen if this matters. A game is essentially a system of rules and an electronic version of that board game is interacting with that system of rules dissected from its social aspects. That a UI includes any interaction at all isn’t actually all too necessary. I suspect that the game would be played regardless.