In the book FROM ETERNITY TO HERE, astrophysicist Sean Carroll (2010) explains the arrow of time as a result of the Second Law of Thermodynamics (that is, that entropy can only increase in isolated systems). Entropy was lower in the beginning of the universe and has only increased ever since. That is the reason why we can easily make omelets (higher entropy) from eggs (lower entropy), but not eggs from omelets. Why this is so remains a mystery. The problem is that the laws of physics (as currently understood) are fundamentally reversible, while time is not. This is a contradiction that 8 Janet Murray argued for the importance of space in cyberdrama in her influential book HAMLET ON THE HOLODECK of 1997. Murray enumerated four central characteristics of digital narratives, one of which is that they are spatial (1997, pp. 71-90). Espen Aarseth (2000) focused on space in video games in his article ALLEGORIES OF SPACE. Mark J.P. Wolf dedicated a chapter of his book THE MEDIUM OF THE VIDEO GAME (2002a) to space. Henry Jenkins (2004) introduced the concept of narrative architecture in GAME DESIGN AS NARRATIVE ARCHITECTURE. Clara Fernández-Vara, José Zagal, and Michael Mateas (2005) published a paper on the EVOLUTION OF SPATIAL CONFIGURATIONS IN VIDEO GAMES within their broader Game Ontology Project. The anthology SPACE TIME PLAY. COMPUTER GAMES, ARCHITECTURE AND URBANISM (2007) compiles over 50 essays of several scholars, most of which-despite the word "time" in the title-focus on the topic of video game space. Benjamin Beil analyzes the relation between avatars and space in a chapter of his book AVATARBILDER. ZUR BILDLICHKEIT DES ZEITGENÖSSISCHEN COMPUTERSPIELS (2012). The work of Marc Bonner (2015a, 2015b) analyzes video games in relation to space and architecture. Finally, both Michael Nitsche and Stephan Günzel devoted books to the analysis of space with VIDEO GAME SPACES. IMAGE, PLAY, AND STRUCTURE IN 3D WORLDS (2008) and EGOSHOOTER. DAS RAUMBILD DES COMPUTERSPIELS (2012) respectively.
INTRODUCTION | 19freely discover worlds with rules but without particular objectives, such as in MINECRAFT (Mojang 2009); a further group of games is concerned with telling a linear story that players need to discover as they advance through a gameworld that opposes almost no resistance, as in the case of DEAR ESTHER (The Chinese Room 2012). Most video games are likely found somewhere in between these broad groups.Ludwig Wittgenstein (2009) postulated in his PHILOSOPHICAL INVESTIGA-TIONS that some terms are not defined by a set of essential properties. These are open terms with blurred boundaries, and the objects they refer to present a pattern of overlapping features. There is thus no single essential property that all the objects under this type of concept possess. He calls them family resemblance terms. The primary example he uses to illustrate his point is the term "game."The characteristics of artifacts under the term "video game" overlap significantly with those under the term "game," but not entirely (compare Freyermuth 2015...