The Psychogeography of Imaginary Places
Fuente:
arXiv
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| Hauptverfasser: | , , |
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| Format: | Preprint |
| Veröffentlicht: |
2025
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| _version_ | 1866908632964136960 |
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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 |