Videogames are comprised of a set of rules that define them as a distinct means of notional output. This set of rules is found in gameplay (the interaction between the game and the player) and narrative drive of each game. Space is represented with common elements found in the real world, but is always bound to the limits of gameplay and narrative. Structures created, combine real and virtual in terms of communicating an experience that depends equally on the player and the creator of the game. In the research project, these structures are acknowledged in the forms of videogame cities, and in the way they are created by the terms of realism, direct realism and indirect realism. Realism refers to the structural elements, as they are defined by public and private spaces, direct realism focuses on the narrations of the urban landscape, whereas indirect realism reflects the experience provoked by exploration and interaction in the environment of videogame cities. These three terms, are shaped by the theoretical approaches of H. Lefebvre and E. Soja, -who respectively use a triad to interpret space in real cities- and are sought in three exemplary videogames: SimCity ( EA Games, 2013), Bioshock (2K Games, 2007) and Watch Dogs (Ubisoft, 2014). Through this search, we examine the bilateral relation between the real and the virtual world, and eventually the elements that make this relation possible.