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Game and Space
The basic characteristics of the game include its conciseness and boundedness, as it is played within certain time and space boundaries. A pioneer of game theory, which developed only in the 20th century, Johan Huizinga points out that, despite being limited in space and playing time, it is not typical for it to be part of real space or time itself, since it can possess an unreal space and time. The definition of space is crucial in the game, whether it is an actual real-world detectable area or merely an imaginary, imaginary scene. It provides the player with a safe box where everything goes under certain rules. When a player leaves the playing area, the game is interrupted or ended. Each game takes place within its own playing space, a venue that is either material or conceptual, intentionally or somehow taken for granted in advance. The playing field in the game often exceeds the material attribute of the location of the action. In his lecture Of Other Spaces, Michael Foucault develops the notion of heterotopia. A very short and condensed scripture cannot convey the complete idea of other spaces, but its concept can be seen as an extremely fruitful foundation for thinking about the characteristics of space in play. Foucault is somehow at a turning point where it is not entirely clear whether heterotopias make sense as real spaces (localizable), or we must understand heterotopias metaphorically as something that is other than space. For Michel de Certeau, for example, place is an instantaneous positional arrangement, with space vectors of direction, velocity, and time variable coming into play. What is common to these different designs is that they do not merely assume space as an objective given or a condition for action, but point out that spaces arise from constitution processes. In this paper we want to reflect on the importance of perception of space and highlight the peculiarities of the symbiotic relationship between play and space.