Architectonics of Game Spaces

Architectonics of Game Spaces PDF Author: Andri Gerber
Publisher: transcript Verlag
ISBN: 3839448026
Category : Architecture
Languages : en
Pages : 347

Get Book Here

Book Description
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

Architectonics of Game Spaces

Architectonics of Game Spaces PDF Author: Andri Gerber
Publisher: transcript Verlag
ISBN: 3839448026
Category : Architecture
Languages : en
Pages : 347

Get Book Here

Book Description
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

Architectonics of Game Spaces

Architectonics of Game Spaces PDF Author: Andri Gerber
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
ISBN: 9783837648027
Category :
Languages : en
Pages : 346

Get Book Here

Book Description
What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.

Expressive Space

Expressive Space PDF Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 273

Get Book Here

Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Digital Narrative Spaces

Digital Narrative Spaces PDF Author: Daniel Punday
Publisher: Routledge
ISBN: 1000516024
Category : Literary Criticism
Languages : en
Pages : 178

Get Book Here

Book Description
There is a broad consensus that digital narrative is "spatial," but what this critical term means and how it is used varies greatly depending on the discipline from which it is approached. Digital Narrative Spaces brings together essays by prominent scholars in electronic literature and other forms of digital authorship to explore the relationship between story and space across these disciplines. This volume includes an introduction with Marie-Laure Ryan’s typology of space, followed by thought-provoking individual chapters which explore innovative explorations of electronic literature, locative media, literary tourism, and the mapping of real-world literary spaces. The collection closes with an essay analyzing continuities and discontinuities in theory of space across the chapters. This volume will provide an important framework for establishing a dialogue across disciplines and future scholarship in these fields.

Narrative Mechanics

Narrative Mechanics PDF Author: Beat Suter
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363

Get Book Here

Book Description
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society – such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design – of game mechanics.

Game | World | Architectonics

Game | World | Architectonics PDF Author: Marc Bonner
Publisher:
ISBN: 9783968221144
Category :
Languages : en
Pages : 268

Get Book Here

Book Description


Gaming and Geography

Gaming and Geography PDF Author: Michael Morawski
Publisher: Springer Nature
ISBN: 3031422600
Category :
Languages : en
Pages : 329

Get Book Here

Book Description


Exploring Animal Crossing

Exploring Animal Crossing PDF Author: Bruce Baer Arnold
Publisher: Anthem Press
ISBN: 1839980087
Category : Law
Languages : en
Pages : 144

Get Book Here

Book Description
Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.

Fictional Games

Fictional Games PDF Author: Stefano Gualeni
Publisher: Bloomsbury Publishing
ISBN: 1350277096
Category : Philosophy
Languages : en
Pages : 217

Get Book Here

Book Description
What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Handbook of Research on Promoting Economic and Social Development Through Serious Games PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1799897346
Category : Computers
Languages : en
Pages : 665

Get Book Here

Book Description
While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.