ARTICLE
21 October 2026

“Simulation as Means, Representation as End”: The Dialectical Mechanism of Affective Generation in To the Moon

Sijing Hu1*
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1 City University of Hong Kong, Hong Kong, China
ssr 2026 , 8(9), 181–186; https://doi.org/10.26689/ssr.v8i9.15766
© 2026 by the Author. Licensee: Bio-Byword Scientific Publishing Pty Ltd, Australia. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution 4.0 International License ( https://creativecommons.org/licenses/by/4.0/ )
Abstract

This essay examines the 2D game “To the Moon” (Freebird Game Studio, 2011) with three game theories: simulation, representation, and the dialectical relationship between them. The analysis concludes that simulation is the operational means while representation is the affective end, rather than opposing forces. “To the Moon” is an operable system that requires players to engage actively and ergodically.

Keywords
Simulation
Representation
Dialectics
Procedural rhetoric
Phenomenology
Ergodic literature
Cybertext
References

[1] Frasca G, 2003, Simulation Versus Narrative: Introduction to Ludology, in The Video Game Theory Reader (pp. 221–235). Routledge, New York.

[2] Aarseth EJ, 1997, Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press, Baltimore.

[3] Mulrooney M, 2011, Interview — In Conversation With Kan Gao (Freebird Games, To The Moon).

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