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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>and Force Schemas Interacting in Digital Environments: The Computer Game Antichamber</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Martin Thiering</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Irene Mittelberg</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Linguistics and Cognitive Semiotics, Institute of English, American and Romance Studies, RWTH Aachen University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Technische Universität Berlin, Linguistics, Institute for Language and Communication</institution>
          ,
          <addr-line>Sekr. HBS 8, Hardenbergstr</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The Sixth Image Schema Day</institution>
          ,
          <addr-line>ISD6</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper investigates how embodied image schemas and force dynamics to operate and interact in the computer game Antichamber ([1]). Our main aim is to show how some of the most pervasive image and force schemata may serve as cognitive-semiotic tools to discern diferent kinds of dynamic orientation processes based on central problem-solving strategies.1 Antichamber is particularly well-suited for our purposes as it ofers a range of game-specific afordances such as diferent colors, riddles, bricks, arrows, straight lines, that is, diferent geometrical objects that anchor spatial reference coordinates. It is a game based on the impossible world in M.C. Escher's lithograph print 'Relativity'. Impossible worlds with upside-down staircases impose rather odd perspectives and viewpoints. In Antichamber, these worlds keep emerging and vanishing as the game proceeds, afecting and challenging the viewer's habits of perception and canonical knowledge of spaces and places. Whoever plays the game enters and actively interacts with this particular, constantly changing digital environment. In addition, the game is a case in point of constantly changing image schemas requiring online adaptation processes. From an enactive perspective [5] argues that perception is not merely a matter of passively structuring incoming information. It rather relies on dynamic bodily activity, and thus also on embodied image schemas and force dynamics. In this paper we present a first description showing that Antichamber a) presents an intriguing spatial architecture on its own difering from most other jump-and-run games, b) is a vivid example of how image schemas interact in game environments, and c) asks for continuously shifting combinations of image schemas and force dynamics based on the game-specific afordances.</p>
      </abstract>
      <kwd-group>
        <kwd>Antichamber</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>LGOBE
www.anglistik.rwth-aachen.de/mittelberg (I. Mittelberg)</p>
      <p>© 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        This paper investigates how embodied image schemas and force dynamics (e.g. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]; [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ])1 operate
and interact in the computer game Antichamber ([
        <xref ref-type="bibr" rid="ref1">1</xref>
        ])2. Our main aim is to show how some of
the most pervasive image and force schemata may serve as cognitive-semiotic tools to discern
diferent kinds of dynamic orientation processes based on central problem-solving strategies. 3
Antichamber is particularly well-suited for our purposes as it ofers a range of game-specific
afordances ([
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]) such as diferent colors, riddles, bricks, arrows, straight lines, that is, diferent
geometrical objects that anchor spatial reference coordinates. Here, we present a first attempt
to show that Antichamber a) has a spatial architecture on its own, b) is a vivid example of
how image schemas interact in game environments, and c) endorses continuously shifting
combinations of image schemas and force dynamics based on the game specific afordances.
      </p>
      <p>
        Regarding the spatial architecture we concur with Günzel’s argument that games present
diferent spatial concepts, e.g.:
1. Tetris as Topic Space (23-24), 2. Advent as Relational Space (24-26), 3. Portal as
Curved Space (26-28), 4. Mirrors Edge as Hodological Space (28-29), 5. Assassins
Creed as Horizontal Space (30-31), 6. Doom as Threshold Space (31-32),7. Ghost
as Intentional Space (32-34), 8. Max Payne as Heautoscopic Space (34-36; ([
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]:
13-40)).
      </p>
      <p>
        Hence, diferent games motivate diferent spatial concepts: “[…] computer games
can exemplify philosophical concepts–perhaps more accurately than any other
medium.” ([
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]: 181; see also [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]; and [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] on game architectonics)
      </p>
      <p>
        We argue that computer game environments based on impossible spaces as in Antichamber
ofer further evidence that several image and force schemata tend to dynamically interact in
processes of structuring perceptual experience and meaning construals (e.g., [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]; [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]). By
impossible worlds we mean game environments that play with the player’s knowledge and
expectations of geometries, spaces, viewpoints and perspectives. Known and learned geometries
and perspectives are questioned in such environments and ever so often expectations based on
geometrical logic are fooled. Thus the question is how players draw upon basic image schemas
when trying to make sense of the dynamically changing digital environment and act upon it to
proceed with the game.
      </p>
      <p>
        Our hypothesis is that in solving the puzzle and the maze more specifically, the player not
only manipulates the game environment to find their way through the labyrinth, but at the
same time the environment, or, rather its afordances, manipulates the player’s embodied image
schemas and force dynamics ([
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]; [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]; [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]).
      </p>
      <p>
        1“A schema is a recurrent pattern, shape, and regularity in, or of, these ongoing ordering activities. These
patterns emerge as meaningful structures for us chiefly at the level of our bodily movements through space, our
manipulation of objects, and our perceptual interactions. […] Image schemas constitute a preverbal and mostly
nonconscious, emergent level of meaning. [...] Although they are preverbal, they play a major role in the syntax,
semantics, and pragmatics of natural language. They lie at the heart of meaning, and they underlie language, abstract
reasoning, and all forms of symbolic interaction.” ([
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: 22, 144-145)
      </p>
      <p>
        2Here is a walkthrough on Youtube: https://www.youtube.com/watch?v=-07OX-gNarc; We downloaded the
game via Valve Corporation (Steam) September 9th, 2021: https://store.steampowered.com/app/219890/Antichamber/
3A perspectival analysis: [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]; on design conventions of the game: [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]; a detailed analysis on the game design: [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
Soon we begin to realize that we, too, can be sources of force on our bodies and on
other objects outside us. We learn to move our bodies and to manipulate objects
such that we are centers of force. Above all, we develop patterns for interacting
forcefully with our environment we grab toys, raise the cup to our lips, pull our
bodies through space. We encounter obstacles that exert force on us, and we find
that we can exert force in going around, over, or through those objects that resist
us. ([
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]: 13)
Hence, image schemas ”underpin cognitive, physical, emotional, and communicative responses
on the side of the beholder” or player. ([
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]: 327)
      </p>
      <p>
        In this short sketch we will a) present some theoretical preliminaries and b) show selected
examples from the game indicating the intricacies of image schemas in this computer game
puzzle.4
2. Antichamber as Impossible World: Evoking Tacit Knowledge
of Spaces and Objects
Antichamber is based on the impossible world in Maurits Cornelis (M.C.) Escher’s lithograph
print ‘Relativity’ (1953)5. Topological spaces or rather impossible worlds with upside-down
staircases impose unusual perspectives and viewpoints in its 2 1/2-D sketch ([
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]). Arguably,
Antichamber, Manifold Garden or Echochrome present Escher’s world as 3-D models. Diferent
ifgures are following illogical or rather unknown paths, directions and rather odd geometries
([
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]). As a consequence, the impossible worlds, which keep emerging and vanishing as the
game proceeds, afect and challenge the viewer’s habits of perception and canonical knowledge
of spaces and places ([
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]). Hence, both in Escher’s lithography and in Antichamber, multiple
viewpoints are used based on spatial image schemas for the most part, but also force schemas.
Their composition and perspective get out of balance or equilibrium (see [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] on the image
schema BALANCE and [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] on balancing acts in paintings and gestures).
      </p>
      <p>
        Arguably, the logic of Antichamber is based on Escher’s impossible world transposed into a
virtual environment. It presents a case in point of enacted ‘action-in-perception’ based on the
game’s afordances and its spatial objects (see [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] on afordances and [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] on action-in-perception).
      </p>
      <p>The point we wish to make here is that Antichamber challenges these internalized principles
in very specific ways: It confronts the player with an impossible world, as described in the
following quote:</p>
      <p>You may walk down a straight hallway into a room, then turn around and find
that hallway has become a curve and leads somewhere other than where you came
4We would like to thank the three anonymous reviewers for their valuable and helpful comments on an earlier
draft. Also, we would like to thank our student assistants Hannah Rost for technical support and the various
implementations of images etc., and Chiara Hoheisel, Ragnhild Hinderling and Franziska Zimmermann for their
helpful comments and proof-reading of the final version. Finally, Susann Lewerenz did the last fine tuning of our
paper, thank you very much, as always. All remaining errors are solely ours.</p>
      <p>
        5Find Escher’s lithograph here: https://moa.byu.edu/m-c-eschers-relativity/ or here: https://artschaft.com/2018/
04/26/m-c-escher-relativity-1953/
from. Or, rather than a hallway, it’s now another room. Or nothing at all. Maybe
the room you entered suddenly has no exit. Here’s another: say you enter a room
and you find a sort of window framed somewhere near the centre. All around this
window is the room you are in. But when you glance through the window, you
see something else. Something new. And you want to see more, so of course you
put your face as close as you can. And once you’ve stepped away, you’re not in
the room you were just in – you’re now in the room you saw through the window.
([
        <xref ref-type="bibr" rid="ref2">2</xref>
        ])
      </p>
      <p>
        Viewing Escher’s static lithographic print or playing the dynamic digital game Antichamber,
visual structures recruit ever shifting combinations of perspective, viewpoint, and spatial frames
of reference. In addition, a number of gestalt principles are permanently at work in the player’s
embodied mind (on gestalt principles [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]; [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]). These principles range from CLOSENESS,
CONTINUITY, GROUPING to certain shapes or FIGURE-GROUND asymmetries, among others
([
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]; [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]; on FIGURE-GROUND asymmetries [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]).
      </p>
      <p>
        To do justice to the dynamic and interactive nature of the perception processes involved in
playing Antichamber, our view further builds on the idea of tacit knowledge in Antichamber
as immersive cognitive sense-making. Tacit (knowing) refers to procedural, that is, highly
automatized knowledge of mental computation ([
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]; [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]).6 For skilled players this means
orchestrating the simultaneous handling of a keyboard and a mouse while orienting themselves
in a 2D screen environment. We suggest that this handling is structured by dynamically
interacting image schemas that drive the visual categorization construal involved in finding
one’s way through the game’s labyrinth.
      </p>
      <p>Antichamber’s algorithm is based on geometrical objects used as proximate course-maintaining
devices through the diferent hallways, rooms 7 and corridors.</p>
      <p>
        Knowledge of an object embodies knowledge of the object’s spatial dimensions,
that is, of the gradable characteristics of its typical, possible or actual, extension in
space. Knowledge of space implies the availability of some system of axes which
determine the designation of certain dimensions of, and distances between, objects
in space. ([
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]: 7)
      </p>
      <p>
        These objects shape and determine a detailed topographical cognitive map of Antichamber’s
labyrinth, which prompts various spatial practices, e.g., the decision to turning right, left, or
simply to proceed straight ahead (in some cases through a pitch-black hallway). So, within
the described spaces, Antichamber presents an assembly of ambiguous figures, i.e., objects
6“We have a sense of the body in what it accomplishes. I have a tacit sense of the space that I am in (whether it
is crowded, whether it is wide open, or whether it is closing in). Likewise, I have a proprioceptive sense of whether I
am sitting or standing, stretching or contracting my muscles. Of course, these postural and positional senses of
where and how the body is tend to remain in the background of my awareness; they are tacit, recessive. They are
what phenomenologists call a ‘pre-reflective sense of myself as embodied’.” ([
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]: 137; see also [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ])
7“Rooms don’t necessarily connect to other rooms based on relative spatial position. Rooms often also connect to
rooms based on where the player is looking and at what angle the player is coming from, or on the player’s previous
series of actions. Some rooms even change after visiting other rooms. However, the more esoteric means of getting
around have distinctive objects that you can associate with what you need to do.” (see entry “Bizarrarchitectur” in:
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ])
that keep changing their functions and afordances based on online visual meaning ascriptions.
Pinpointing one figure in space, for instance, the one at the center of the bottom stairs, and
adopting its perspective – similar to an avatar – instantly shifts the viewer’s position and
viewpoint. Thus, the player switches their perspective, e.g., from a birds-eye to a hodological
perspective. There is a constant shift of perspectives while running through the hallways and
diferent rooms.
      </p>
      <p>One of the points this paper wishes to make is that drawing on tacit knowledge of objects
and practices involves diferent image schemas, some of them will be laid out below.
3. Enactive Practices: Perception- Action in Virtual</p>
      <p>
        Environments
Research in various disciplines has shown that image schemas are at work in diferent media
and modalities ([
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]; [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]; [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]: 33-51; [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]). It is thus reasonable to assume various interacting
image schemas the players relies on. They underpin the dynamic and multimodal processes
involved in understanding and playing a computer game like Antichamber (and other impossible
worlds like Miegakure, Manifold Garden, Disoriented, Echochrome.
      </p>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] (p. 215) an image schema is:
[…] a condensed redescription of perceptual experience for the purpose of mapping
spatial structure onto conceptual structure. […] Image schemas behave as “distillers”
of spatial and temporal experiences. These distilled experiences, in turn, are what
Cognitive Linguistics regards as the basis for organizing knowledge and reasoning
about the world. ([
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]: 215)8
      </p>
      <p>
        In the present study, this kind of “reasoning about the world” (ibid.) guided by image schemas
is anchored in the virtual world of Antichamber. Whoever plays the game enters and actively
interacts with this particular, constantly changing digital environment. From an enactive
perspective, [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] argues that perception is not merely a matter of passively structuring incoming
information. It rather incorporates dynamic bodily activity, and thus an adaptation of image
schemas, as we argue.
      </p>
      <p>
        Perception is not something that happens to us, or in us. It is something we
do. Think of a blind person tap-tapping his or her way around a cluttered space,
perceiving that space by touch, not all at once, but through time, by skillful probing
and movement. This is, or at least ought to be, our paradigm of what perceiving is.
The world makes itself available to the perceiver through physical movement and
interaction. […] I argue that all perception is touch-like in this way: Perceptual
experience acquires content thanks to our possession of bodily skills.What we
perceive is determined by what we do (or what we know how to do); it is determined
8See also[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]; [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]; [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]; [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]; [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]; [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]; [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]: 421-425, 434-436.
      </p>
      <p>
        by what we are ready to do. In ways I try to make precise, we enact our perceptual
experience; we act it out. ([
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]: 1; emphasize original) 9
      </p>
      <p>
        The coupling of action and perception is already, and perhaps most convincingly, articulated
by [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. In his chapter on The spatiality of one’s own body and mobility ([
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]: 112-170) the
following description of an everyday situation is given:
      </p>
      <p>Let us first of all describe the spatiality of my own body. If my arm is resting on the
table I should never think of saying that it is beside the ashtray in the way in which
the ashtray is beside the telephone. The outline of my body is a frontier which
ordinary spatial relations do not cross. This is because its parts are interrelated in
a peculiar way: they are not spread out side by side, but enveloped in each other.</p>
      <p>
        For example, my hand is not a collection of points. ([
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]: 112)
      </p>
      <p>As formulated in this quotation, the body is not only directly related to perceptual
experience, but in particular to spatial experience. The hand is not a collection of points, rather it is
experienced as a spatially coherent gestalt. Thus, spatial orientation is based on embodied, that
is, corporeal experience. In terms of this experience, in Antichamber the player can change
their perspective and thus orientation which implies that a previously present profile fades into
the background and another one becomes foregrounded.
4. Navigating through Antichamber: Interacting Image and</p>
      <p>Force Schemas
In this section, our objective is to identify the most important image schemas that are activated in
the process of making sense and use of such non-places in the dynamic virtual game environment.
Our future analysis will explore all image schemas available, among other things also on actual
problem-solving tests with actual players.</p>
      <p>
        In the game Antichamber, we see at least three predominant image schemas that jointly
structure the game, interacting, in diferent moments, with a range of other schemas (listed
below; for a recent overview see [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]). First, the name Antichamber prompts the CONTAINER
schema; it thus evokes, by principle, spatial relationships and thus spatial-relations schemata
such as IN-OUT or ABOVE-BELOW (e.g., [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]). Second, when playing the game, the ultimate
objective is to find one’s way through the labyrinth with its intricate sub-spaces and
subpathways. That is, we can assume that the SOURCE-PATH-GOAL schema is constantly activated:
the path is not pre-set or given, but actually emerges while the player moves through the
virtual environment and influences the way in which the game proceeds through subsequent
perception-in-action phases. Third, along the emerging PATH, the phased flow of motion, and
thus the game’s progression, comes about through instantiations of interacting FORCES. FORCE
9Moreover, he argues that “the basis of perception, on our enactive, sensorimotor approach, is implicit practical
knowledge of the ways movement gives rise to changes in stimulation.” ([
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]: 8) And Hedbloom argues with respect
to image schemas: “Image schemas are described as conceptual building blocks learned from the body’s sensorimotor
experiences. Similarly to the way geons [geometric shapes; MT and IM] capture visually perceived geometric shapes,
image schemas capture spatiotemporal relationships that can capture the afordances of an object.” ([
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]: 17-18)
gestalts ([
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]: 41-48), such as BLOCKAGE, COMPULSION, ATTRACTION and RESISTANCE, or
FORCE dynamics ([
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]: 409-470, 462-465), such as FOCAL-PERIPHERAL, STRONGER-WEAKER,
BALANCE-MAINTAINING vs. BALANCE SWITCHING etc. form their own sub-group of
schemas.
      </p>
      <p>
        In Antichamber, the basic schema BLOCKAGE, in particular, repeatedly manifests in various
ways (see Figure 1 and Figures 2-4 and [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]: 259). This gallery or life room consists of a number
of diferent cubes including various, rather odd looking objects. As a player one asks what these
cubes are suppose to do? Do they somehow help to solve the puzzle? The straight forward
answer is, no, they do not. The player walks around the life room exploring its objects. We
may say that the life room is like a sculptural room interesting to wander through, but it has no
purpose regarding the problem-solving of the maze.
      </p>
      <p>The player is literally blocked by (transparent) walls, barriers, and various other obstacles,
thus the player faces constant resistance. Unblocking or overcoming the obstacles (REMOVAL
OF RESTRAINT) is mandatory to find their way through the labyrinth. Given the specific spatial
and topological nature of Antichamber, finding a way out of the blocked situation involves
checking which of the main spatial schemas, e.g., RIGHT-LEFT, UP-DOWN, ABOVE-BELOW,
may allow the player to move forward. The player’s problem-solving process, depending on
their gaming skills, might simply be an action bumping into the obstacles over and over again
until a diferent image schema is activated to overcome the obstacle. BLOCKAGE afords the
player to select a diferent schema.</p>
      <p>Understanding Antichamber’s visual structures and navigating through them thus involves
at least the following set of schemas:</p>
      <p>Basic image schemas:
• CONTAINER/CONTAINMENT
• PATH (SOURCE-TRAJECTORY-GOAL)
• CONTACT (+/- topological relation)
• OBJECTS
• BOUNDARY
• BALANCE
Spatial-relation schemas:
• IN-OUT
• UP-DOWN
• LEFT-RIGHT
• CENTER-PERIPHERY
• NEAR-FAR
• FOREGROUND-BACKGROUND
Force gestalts and force dynamics:
• BLOCKAGE
• COMPULSION</p>
      <p>Let us now look more closely at some scenes from the game. Figure 5 presents a scene in
which the player is blocked by a wall. The image schema BLOCKAGE10</p>
      <p>here again interacts with the PATH schema. The PATH schema is activated by instantiating
the SOURCE (which may be the starting point of the game or the current position of the player’s
tool) and the TRAJECTORY and implying the GOAL. The GOAL is blocked in this situation
and the player needs to find an alternative approach to navigate through the game. Hedblom
mentions that BLOCKAGE uses a sequential series of image schemas:</p>
      <p>
        While BLOCKAGE is considered an image schema in its own right, it is also possible
to describe blockage using a sequential series of simple image schemas:
MOVEMENT OF OBJECT, CONTACT and ‘force’, followed by the lack of MOVEMENT
OF OBJECT. ([
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]: 114)
      </p>
      <p>Figures 6-8 presents another instantiation of the BLOCKAGE schema, in which FORCE needs
to be activated since moving forward does not solve the problem.</p>
      <p>In this case, the player is blocked by a staircase. Approaching the staircase with the ‘matter
gun’ or block gun, which is similar to a portal gun (the so-called Aperture Science Handheld
Portal Device connecting diferent spaces) from the game puzzle Portal opening portals, or
gathering blocks, the former simply vanishes in front of the player. This results in a hallway
opening behind it inviting to activate the PATH-schema. The block gun, shoots and sucks
up blocks in diferent manners depending on which gun you have. Both movement and the
placement of blocks are the primary focuses in puzzle solving. A simple step to the left or
placing a block one square higher can make all the diference in progressing to the next chamber.
The staircase again with respect to its afordances canonically invites one to take the stairs.
The hallway prompts the player to start walking. We can thus say that the COMPULSION
image schema is activated in the process, interacting with the CONTAINER schema. Arguably,
COMPULSION is too strong here, as noted by a reviewer. ATTRACTION has been suggested
instead, and indeed, this seems to be the right image schema selected in this situation. In
addition to the interacting image schemas, diferent perspectives and viewpoints also need to be
taken into account, e.g., frog-eye, hodological, birds-eye perspectives, and a vectorial coordinate
system based on viewpoint in a relative frame of reference.</p>
      <p>
        In another situation, the player needs to choose between two staircases (see Figure 9). Before
they approach the staircases, a riddle appears, saying “the choice doesn’t matter if the outcome
is the same”. From this point (SOURCE) onward, going to the left would lead down a staircase
marked in red, and going to the right would lead upwards through a staircase marked in blue. As
a natural first decision, the CLOSE-PATH-MOVEMENT/MOVEMENTS-IN-LOOPS schema does
10Hedblom mentions that blockage use a sequential series of image schemas: “While BLOCKAGE is considered
an image schema in its own right, it is also possible to describe blockage using a sequential series of simple image
schemas: MOVEMENT OF OBJECT, CONTACT and ‘force’, followed by the lack of MOVEMENT OF OBJECT.” ([
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]:
114)
not guide the player anywhere, it leads naturally back to the SOURCE ([
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]: 68-69). Regardless
which direction they opt for, the player always ends up standing in front of the two staircases
again and again. The only schema helping here is DIVERSION. We argue that the player
activates this vector-based schema and thus reinterpret Johnson’s understanding of this force
schema slightly, since no direct colliding force acts upon the player. They simply need to turn
around 180° in the direction they came from ([
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]: 46). This problem-solving process opens up
a new space, which is accompanied by another riddle saying “when you return to where you
have been, things aren’t always as remembered”. Hence, only this action-in-perception process
enables the solution.
      </p>
      <p>The examples discussed in this section have evidenced the tendency of image and force
schemas to intertwine sequentially and/or simultaneously: once a certain image schema is
activated, e.g., PATH to find one’s way in the labyrinth and thus solve an orientation problem,
another image schema gets activated in response to the player’s decision and action. Hence,
the player’s own action-in-perception influences which image schemas emerge, thus ofering
schematic afordances, and interact in various ways.</p>
      <p>Our final examples consist of a series of screen shots in two scenes. In one scene the player
needs to rearrange red blocks in a 2D maze, in a second scene the player needs to first place a
red cube to block a door to then remove the cube again so that the door can slide down (see
Figure 10-19). The sequence is interesting insofar as the dynamic event is based on the player’s
use of the gun solely to get rid of a wall or obstacle. Collecting, recollecting, and displacing
blocks to overcome the obstacle asks for problem-solving processes based on amalgamed image
schemas. The examples in 6 show not only BLOCKAGE, but also RESISTANCE and REMOVAL
OF RESTRAINT (see Figures 20-23).) The player has to first place two red cubes under a door
or roof. The cube keeps a door or gate blocked from sliding down. Removing one of the cubes
leads the door to slide down which in turn enables the player to use at a diferent place another
hallway to pass through.</p>
      <p>Force dynamics is applied in forcing the maze to disappear in the blue room followed up by
the green and white room to get to the final level. ”Every journey comes to an end”, the riddle
states. After a collapse of image schemas shooting an amorphous black mass, the final stage is
actually a black-and-white bridge in a straightforward hodological manner. It is a path without
a ceiling or any kind of container-like boundary except to the left and right. It reminds of a
bobsled run. Everything, including the matter gun, is now black-and-white, a very reduced
geometry. A strange spherical object occurs from above and again the amorphous black mass,
morphing into diferent geometries. The path seems to be slightly tilted or running upstairs. At
the same time the player moves on, the black spherical object occurs again, the player ends at
the same level as the spherical object. The whole final scenery reminds of diferent movies, most
notably the end scene of the science fiction and horror movie Event Horizon (1997) in which a
strange spherical object opens up to another dimension in space-time. While moving onwards,
the BALANCE schema is activated since at one point the void is completely white without any
black lines guiding anywhere, so that the player’s orientation is disturbed. Running upstairs to
what occurs to be a tower is challenging for the problem-solving process of the player since
all image schemas used so far fail to guide into the right direction. A reached platform asks to
chose between a number of exits to finally reach the spherical black object - a ball of some sort,
a planet?</p>
    </sec>
    <sec id="sec-3">
      <title>5. Concluding Remarks</title>
      <p>As the foregoing discussion has shown, image and force schemas play a crucial role in the process
of solving the puzzle involved in navigating through space and time and thus finding a path
through the labyrinth. In light of the particular logic and objective of the game Antichamber, it
was suggested that the basic schemas PATH, CONTAINER and BLOCKAGE are the predominant
schemas, interacting, in particular, with spatial-relation and force schemas. A decisive factor
here lies in the fact that these embodied conceptual structures underpin not only the player’s
manipulating the computer game-environment, but also in how the environment itself does
manipulate the player’s perception and decision-making processes that lead to cognitive and
manual action.</p>
      <p>
        Antichamber presents a bold idea of an environment which interacts with the
player, not the other way around, and it does this through clever trickery revolving
around the player’s perspective and subtle manipulation of that perspective. In
short, what you see (or don’t see) is the main thing you interact with. (see: [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ])
In our view, such interactive, digital scenarios broaden the stage analogy introduced by
Langacker in ascribing a crucial and dynamic meaning potential to the perceiver in their spatial
construals ([
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]: 356).
      </p>
      <p>
        [T]he stage model pertains to how we apprehend the outside world. The term
is meant to suggest that the general process is analogous to the special case of
watching a play. We cannot see everything at once, so viewing the world requires
the directing and focusing of attention. From the maximal field of view, we
select a limited area as the general locus of attention (the analog of looking at the
stage). Within this region, we focus our attention specifically on certain elements
(analogous to actors and props). ([
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]: 356)
      </p>
      <p>We have argued that the selection mechanisms are based on mental triangulation processes
in tacit actual bodily actions in meaning attribution. These bodily and mental actions are
grounded in specific combinations of image schemas and force dynamics that constantly shift
and recombine based on the specific afordances of the elements in the environment. These
present themselves to the player in a given moment and in a given place during the game
process.</p>
      <p>
        Another point we made is that in Antichamber, diferent objects, dimensions, scales, scopes,
geometries, axes, vectors and obstacles function as symbolic representations 11 and act as
barriers12 such as walls, staircases, or holes. In this virtual environment, schematic objects
11The concept of representation is used here according to Foucault’s reading of Magritte’s painting “Ceci n’est
pas une pipe” ([
        <xref ref-type="bibr" rid="ref40">40</xref>
        ]). It is an open-ended meaning ascription–intertext–in the interplay of symbols (the written
riddles) and images (the image of the game space).
      </p>
      <p>
        12Gates and doors can be defined as thresholds from one place to another. A non-place of spatial transition as
is known from diferent computer games such as Manifold Garden (2020) in which colors help to orient oneself,
Miegakure (to be released), Portal (2007), Echochrome (2008) or Disoriented (2018) (see Soja’s transition zones on
airports as Third Spaces, [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]; also [42]; [43])
of this kind guide the player while navigating through the diferent rooms and hallways, i.e.,
through an impossible Escher-like world. In a follow-up study, we will elaborate the first insights
ofered in this short paper, especially the dynamic visual and spatial characteristics of computer
game puzzles. Moreover, we will not only compare diferent kinds of similar computer puzzles,
but also work out a thorough analysis of the whole catalogue of available image schemas.
      </p>
      <p>Wiley-Blackwell, Oxford, 1996.
[42] H. Lefebvre, The Production of Space, Blackwell, Oxford, 1992/1974.
[43] M. Foucault, Of other spaces: utopias and heterotopias, in: N. Leach (Ed.), Rethinking</p>
      <p>Architecture: A Reader in Cultural Theory, Routledge, New York, 1997/1967, pp. 330–336.</p>
      <p>Figure 2: Blockage by object (wall).</p>
      <p>Figure 3: Blockage by object (cube).</p>
      <p>Figure 4: Blockage by object (cube).</p>
      <p>Figure 5: Blockage by wall/hodological perspective.</p>
      <p>Figure 6: Blockage staircase.</p>
      <p>Figure 7: Blockage/dissolving staircase.</p>
      <p>Figure 8: PATH activated after dissolved object.</p>
      <p>Figure 9: What goes around, comes around: two staircases.</p>
      <p>Figure 10: Path and Force.</p>
      <p>Figure 11: Path and Force: an Escher geometry.</p>
      <p>Figure 12: Path and Force.</p>
      <p>Figure 13: Path and Force: move cubes in a maze.</p>
      <p>Figure 14: Path and Force: relocate cubes in a maze by circles.</p>
      <p>Figure 15: Path and Force: relocate cubes in a maze by circles.</p>
      <p>Figure 16: Path and Force: relocate cubes in a maze by circles.</p>
      <p>Figure 17: Path and Force: relocate cubes in a maze by circles.</p>
      <p>Figure 18: Path and Force: relocate cubes in a maze.</p>
      <p>Figure 19: Path and Force: relocate cubes in a maze.</p>
      <p>Figure 20: Blockage by red cube.</p>
      <p>Figure 21: Remove blockage to enable door sliding down.</p>
      <p>Figure 22: Blockage removed: door slides down.</p>
      <p>Figure 23: Blockage and restraint: door slides down after removal of restraint.</p>
    </sec>
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