The Psychogeography of Imaginary Places

Fuente: arXiv
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Hauptverfasser: Heron, Michael, Belford, Pauline, Aune, Klara
Format: Preprint
Veröffentlicht: 2025
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author Heron, Michael
Belford, Pauline
Aune, Klara
author_facet Heron, Michael
Belford, Pauline
Aune, Klara
contents Psychogeography -- the study of how environments shape emotion and behaviour -- has long concerned itself with the emotional resonance of the physical, often through the idea of the derive through the city. Its philosophical core, however, is primarily concerned with identifying affective relationships between the personal and the environmental, and this does not require the constraint of concrete. This paper extends psychogeographical practice into the realm of the imaginary, proposing a psychogeography of virtual and fictive spaces. Drawing on literary, Situationist, and contemporary psychogeographical traditions, we examine how the derive might operate within the elastic spatiality and temporalities of video game worlds. We argue that digital environments, being wholly constructed, invite new forms of meaning-making and self-reflection. Through this reframing, games become both laboratory and landscape for a revitalised psychogeography: one attuned not only to the spirits of streets and cities, but also to the ghosts that haunt code, pixels, and play.
format Preprint
id arxiv_https___arxiv_org_abs_2511_04105
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle The Psychogeography of Imaginary Places
Heron, Michael
Belford, Pauline
Aune, Klara
Computers and Society
Human-Computer Interaction
Psychogeography -- the study of how environments shape emotion and behaviour -- has long concerned itself with the emotional resonance of the physical, often through the idea of the derive through the city. Its philosophical core, however, is primarily concerned with identifying affective relationships between the personal and the environmental, and this does not require the constraint of concrete. This paper extends psychogeographical practice into the realm of the imaginary, proposing a psychogeography of virtual and fictive spaces. Drawing on literary, Situationist, and contemporary psychogeographical traditions, we examine how the derive might operate within the elastic spatiality and temporalities of video game worlds. We argue that digital environments, being wholly constructed, invite new forms of meaning-making and self-reflection. Through this reframing, games become both laboratory and landscape for a revitalised psychogeography: one attuned not only to the spirits of streets and cities, but also to the ghosts that haunt code, pixels, and play.
title The Psychogeography of Imaginary Places
topic Computers and Society
Human-Computer Interaction
url https://arxiv.org/abs/2511.04105