Mobilities Journal

Enhanced Mobility in Videogames: Spider-Man 2

For many, video games offer an immersive experience that takes them to unique worlds where they can do things that are impossible in real life. For some, these worlds are places to enjoy, but for others, they are places to escape to. One of the things that create a sense of immersion for the player is freedom of movement. In real life, flight is impossible. Teleportation is impossible, but not in video games. In these games, enhanced mobility creates immersion with other characteristics like the environment and music. A fantastic example of this is Spider-Man 2. Within it, the player is put into the shoes of both Spider-Men–Peter Parker and Miles Morales–in an emotional story where you work to save the city of New York. As you are the characters, you gain their powers; enhanced strength, agility, reflexes, and of course, “web-swinging.” These powers in unity with the story, music, and city environment, give the player an immersive experience with a sense of power and mobility that is impossible to get in the real world. Another thing that adds to the immersion is the storytelling. While the game has unrealistic movements, it has many realistic struggles. Peter deals with grief and feeling powerless and overwhelmed, leading to a main plot point. Miles also deals with the grief of losing his father, as well as the stress of heading into adult life. In this sense, video games are unique; you get superhuman abilities while keeping relatability to everyday problems and environments.

Quinn McPhail

Contents of this tag:

  1. Alternate Mobilities
  2. Virtual Worlds and Digital Mobilities

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