Walking and Worlding : Trails as Storylines in Video Games
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https://hdl.handle.net/11250/3010400Utgivelsesdato
2022Metadata
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Originalversjon
Jørgensen, F. A. (2022). Walking and worlding: TRAILS AS STORYLINES IN VIDEO GAMES. In D. Svensson, K. Saltzman, & S. Sörlin (Eds.), Pathways: Exploring the Routes of a Movement Heritage (pp. 186–200). White Horse Press. 10.3197/63787710662654.ch09Sammendrag
Video games have grown into a major industry, ranging across a variety of genres that appeal to many kinds of users. No longer a niche phenomenon, video games are part of mainstream popular culture. During the COVID lockdowns of 2020 and 2021, more people than ever turned to video games for entertainment and social interactions.¹ Confined to their homes by lockdowns and restrictions, many embraced video game worlds as complements to, not replacements for, the world outside their homes. Games are not only a way to pass the time, but also a truly meaningful activity to many.