In:Landscapes of Realism: Rethinking literary realism in comparative perspectives
Edited by Dirk Göttsche, Rosa Mucignat and Robert Weninger
[Comparative History of Literatures in European Languages XXXII] 2021
► pp. 715–734
Realism in play
The uses of realism in computer game discourse
Published online: 21 April 2021
https://doi.org/10.1075/chlel.xxxii.26mar
https://doi.org/10.1075/chlel.xxxii.26mar
Abstract
There is no school of realism in game development, but the term ‘realism’ is used extensively by game
developers, players, critics and journalists. This chapter analyzes 1,039 documents written by these groups to investigate how the
term ‘realism’ is deployed in gaming discourse. Within this corpus, the term realism is used to describe two kinds of formal
characteristics of games. The first – functional realism – relates to how a game behaves as a simulation; the second – perceptual
realism – relates to how a game looks and sounds as a set of moving sound-images. In both of these forms, realism discursively
constructs gaming in two contradictory ways. On the one hand, authors use the term realism to align gaming with other media forms
in a way that elevates gaming to the status of cinema, art and literature, on the other, they use the term to distinguish gaming
from other art forms and media to establish gaming within its own autonomous cultural space. Drawing on Roger Caillois’s
categorization of play, the chapter argues that the discursive construction of games through the term realism is a form of
boundary work that seeks to establish what counts as a game and who counts as a ‘gamer.’
Keywords: realism, computer games, game studies, corpus analysis, document analysis, discourse, subculture
Article outline
- 1.Games and reality
- 2.Games and realism
- 3.Realism in gaming discourse
- 3.1Functional realism
- 3.2Perceptual realism
- 4.The mimicry-play of simulation/cinema versus agonistic gameplay
- 4.1Simulations as not-games
- 4.2Cinema as not-games
- 5.Realism as boundary work
- 6.Aligning games with other forms
- 7.Conclusion
Works cited
References (58)
Anon. 2016. “Memoranda – The Video Game Inspired by The ‘Magical Realism’ of Haruki Murakami.” Gamasutra. Accessed July 22, 2019. [URL]
. 2017. “Experience WWII Naval Combat in Fleet Glory, Available for iOS and Android Devices Today.” Gamasutra. Accessed July 22, 2019. [URL]
Ant_17. 2015. “How Important Is Realism in Games for You?” Game Spot. Accessed July 22, 2019. [URL]
blackgamer1213. 2010. “Is It Me or Does Graphics and Realism Take Place over Fun and Good Gameplay?” Game Spot. Accessed July 22, 2019. [URL]
Bramwell, Tom. 2012. “Ridge Racer Unbounded Review.” Eurogamer. Accessed July 22, 2019. [URL]
Calvert, Justin. 2014. “EA Sports UFC: Gameplay vs Realism.” Game Spot. Accessed July 22, 2019. [URL]
Cross, Katherine. 2015. “Opinion: What Can Game Devs Learn from 19th Century Art?” Gamasutra. Accessed July 22, 2019. [URL]
. 2016. “Gamasutra’s Best of 2016: Katherine Cross’ Top 10 Games.” Gamasutra. Accessed July 22, 2019. [URL]
Deleted user. 2010. “How Does Realism Effect Game Play?” Eurogamer. Accessed July 22, 2019. [URL]
Dugan, Patrick. 2006. “Hot Off The Grill: La Molleindustria’s Paolo Pedercini on The McDonalds Video Game.” Gamasutra. Accessed July 22, 2019. [URL]
Ferreira, Leonardo. 2018. “Things I Played in 2017.” Gamasutra. Accessed July 22, 2019. [URL]
Galloway, Alexander. 2004. “Social Realism in Gaming.” Game Studies 4.1 (November): no pagination. [URL]
Gestalt. 2001. “Review Comanche 4.” Eurogamer. Accessed July 22, 2019. [URL]
Goren, Blackjack. 2012. “Dear Esther and Its Place in Entertainment.” Gamasutra. Accessed July 22, 2019. [URL]
Gourlay, Michael. 2009. “Sponsored Feature: Fluid Simulation for Video Games (Part 2).” Gamasutra. Accessed July 22, 2019. [URL]
Huizinga, Johann. 2014. Homo Ludens: A Study of the Play-Element in Culture. Mansfield Center, CT: Martino Publishing.
Inquisitor. 2007. “Disc Read Errors on Mass Effect: Is It the Game or the Console.” Eurogamer. Accessed July 22, 2019. [URL]
iRacing [Computer game]. 2008. [URL]
jellyhead. 2010. “How Does Realism Effect Game Play?” Eurogamer. Accessed July 22, 2019. [URL]
Juul, Jesper. 2011. Half-Real: Video Games Between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.
Kane, Brad. 2003. “34 Ways to Put Emotions into Games.” Gamasutra. Accessed July 22, 2019. [URL]
Keller, Evelyn Fox. 2002. Making Sense of Life: Explaining Biological Development with Models, Metaphors, and Machines. Cambridge, MA: Harvard University Press.
kidonre. 2009. “When Will Graphics Become Photo Realistic?.” Game Spot. Accessed July 22, 2019. [URL]
Kinder, Marsha. 1993. Playing with Power in Movies, Television and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. London: University of California Press.
King, Geoff, and Tanya Krzywinska. 2006. Tomb Raiders & Space Invaders: Videogame Forms & Contexts. London and New York: I. B. Tauris.
Kohler, Chris. 2013. “
Gone Home: A Videogame without All That Pesky Videogame in the Way.” Wired. Accessed November 9, 2018. [URL]
Mahardy, Mike. 2016. “BioShock Meets Crackdown in This Open-World Game.” Game Spot. Accessed July 22, 2019. [URL]
Matulef, Jeffrey. 2017. “What Remains of Edith Finch Director Ian Dallas Reflects on His Unforgettable Family Drama.” Eurogamer. Accessed July 22, 2019. [URL]
McCallum-Stewart, Esther. 2014. “Hashtag Gamergate.” The Drink Tank 390: 2–7. [URL]
Meredith, Kevin. 2017. “SpeedTree 8 to Demo at GDC.” Gamasutra. Accessed July 22, 2019. [URL]
Newman, James. 2002. “The Myth of the Ergodic Videogame.” Game Studies 2.1 (July). No pagination. [URL]
Parkin, Simon. 2007. “Super Columbine Massacre RPG – Part 1.” Eurogamer. Accessed July 22, 2019. [URL]
Purchase, Robert. 2013. “The Witcher 3: What Is a Next-Gen RPG?” Eurogamer. Accessed July 22, 2019. [URL]
. 2016. “The Other World War 1 Shooter Is out on PS4 Next Week.” Eurogamer. Accessed July 22, 2019. [URL]
Reed, Kristan. 2002. “The Getaway.” Eurogamer. Accessed July 22, 2019. [URL]
Schilling, Chris. 2013. “Super Stickman Golf 2 Review.” Eurogamer. Accessed July 22, 2019. [URL]
Smith, Roger. 2010. “The Long History of Gaming in Military Training.” Simulation & Gaming 41.1 (February): 6–19.
Subrosian. 2008. “Who Actually Would like Games to Be Photo-Realistic?” Game Spot. Accessed July 22, 2019. [URL]
Tarcu, Nelson. 1999. “Monaco Grand Prix Review.” Game Spot. Accessed July 22, 2019. [URL]
TimeToPartyHard. 2007. “Is ‘Realism’ Ruining Gaming.” Game Spot. Accessed July 22, 2019. [URL]
Totten, Chris. 2011. “The Threat to Gaming’s Oral Tradition.” Gamasutra. Accessed July 22, 2019. [URL]
uninspiredcup. 2016. “David Cage Reiterates Games Need to Go Beyond.” Game Spot. Accessed July 22, 2019. [URL]
Watters, Chris. 2009. “Operation Flashpoint: Dragon Rising Review.” Game Spot. Accessed July 22, 2019. [URL]
Whitehead, Dan. 2009. “IL-2 Sturmovik: Birds of Prey.” Eurogamer. Accessed July 22, 2019. [URL]
. 2011. “Battlefield 3 Review.” Eurogamer. Accessed July 22, 2019. [URL]
. 2013. “Where the Road Takes You: Investigating Kentucky Route Zero.” Eurogamer. Accessed July 22, 2019. [URL]
wis3boi. 2013. “How Does Wargame: European Escalation Compare to World in Conflict?” Game Spot. Accessed July 22, 2019. [URL]
Cited by (1)
Cited by one other publication
This list is based on CrossRef data as of 5 december 2025. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.
