Author: Gabriele Aroni
Publisher: Bloomsbury Publishing
ISBN: 1350152323
Category : Literary Criticism
Languages : en
Pages : 193
Book Description
Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.
The Semiotics of Architecture in Video Games
Author: Gabriele Aroni
Publisher: Bloomsbury Publishing
ISBN: 1350152323
Category : Literary Criticism
Languages : en
Pages : 193
Book Description
Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.
Publisher: Bloomsbury Publishing
ISBN: 1350152323
Category : Literary Criticism
Languages : en
Pages : 193
Book Description
Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.
The Semiotics of Toys and Games
Author: Theo van Leeuwen
Publisher: Bloomsbury Publishing
ISBN: 1350324906
Category : Language Arts & Disciplines
Languages : en
Pages : 233
Book Description
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Publisher: Bloomsbury Publishing
ISBN: 1350324906
Category : Language Arts & Disciplines
Languages : en
Pages : 233
Book Description
Drawing on extensive research over more than two decades, this book focuses on toys and games as resources for play. It analyses their functionalities as well as their symbolic meaning potentials, exemplifying how they are used in different contexts, such as home and preschool, and how these uses are regulated by parental, pedagogic and marketing discourses. Building on the work of semioticians such as Barthes, Baudrillard and Krampen, as well as on the social semiotics of Halliday, Hodge, Kress, and others, the book introduces a framework for the multimodal semiotic analysis of physical objects, and the ways in which they are digitally translated into words, images and sounds. It also introduces a multimodal framework with a focus on designs for and in learning. It then applies these frameworks to a range of toys and games for young children including teddy bears, dolls, construction toys, war toys and digital games. Throughout it shows how the toy and games industry contributes to changing the nature of childhood and the way children learn about the world. Accessibly written, the book will not only be relevant to students and scholars of multimodality and semiotics, but also to early childhood educators and parents of young children.
Infrastructure in Video Games
Author: Daniel Punday
Publisher: Springer Nature
ISBN: 303172092X
Category :
Languages : en
Pages : 106
Book Description
Publisher: Springer Nature
ISBN: 303172092X
Category :
Languages : en
Pages : 106
Book Description
Systemic Semiotics
Author: Piotr Sadowski
Publisher: Bloomsbury Publishing
ISBN: 1350240680
Category : Literary Criticism
Languages : en
Pages : 273
Book Description
Against the background of often esoteric literature in semiotics, this book offers a fresh and rigorous new interpretation of how to approach the study of communication, signs and meaning. Grounded in a deductive theory of interacting systems, Piotr Sadowski's book provides an accessible account of the hierarchy of communication. Divided into two parts, this book argues in the first section that a deductive semiotic theory generates communication situations of increasing complexity, from contiguous communication to indirect, referential forms based on indexical, iconic, and symbolic signs. Within this system, Sadowski explains how key concepts of the semiotic model such as information, parainformation and metainformation can account for degrees of cognitive complexity of communication processes, including the perception and interpretation of signs on literal and figurative levels. After this clear, step-by-step exposition of the theory of interacting systems, Systemic Semiotics then explores various applications of this theory, providing new insights into problems subsumed under communication studies, cultural theory, literary and film studies, and psychology.
Publisher: Bloomsbury Publishing
ISBN: 1350240680
Category : Literary Criticism
Languages : en
Pages : 273
Book Description
Against the background of often esoteric literature in semiotics, this book offers a fresh and rigorous new interpretation of how to approach the study of communication, signs and meaning. Grounded in a deductive theory of interacting systems, Piotr Sadowski's book provides an accessible account of the hierarchy of communication. Divided into two parts, this book argues in the first section that a deductive semiotic theory generates communication situations of increasing complexity, from contiguous communication to indirect, referential forms based on indexical, iconic, and symbolic signs. Within this system, Sadowski explains how key concepts of the semiotic model such as information, parainformation and metainformation can account for degrees of cognitive complexity of communication processes, including the perception and interpretation of signs on literal and figurative levels. After this clear, step-by-step exposition of the theory of interacting systems, Systemic Semiotics then explores various applications of this theory, providing new insights into problems subsumed under communication studies, cultural theory, literary and film studies, and psychology.
Semiotics with a Conscience
Author: Marcel Danesi
Publisher: Bloomsbury Publishing
ISBN: 1350362093
Category : Language Arts & Disciplines
Languages : en
Pages : 193
Book Description
Demonstrating how semiotic theory and method can be applied to decoding false representations and dangerous discourses, this book explores how semiotics can be used as a potentially powerful science of conscience. Confronting the sometimes negative perception of semiotics as academically inward-looking and lacking in morality, Marcel Danesi turns this view on its head. Instead, Danesi highlights how the same techniques that have allowed the use of semiotics for self-serving commercial purposes, such as advertising or marketing, could also be applied to deciphering current world problems. Through describing the semiotic notions and methods that can be used to analyze misrepresentations, propaganda, or meaning collapses, the book enables readers to become conscientiously aware of their hidden meanings and the harmful effects that they have on society. Identifying key issues of concern, such as climate change and anti-science discourses, it shows how they can be interpreted in terms of basic semiotic theory. This analysis of crucial issues demonstrates how semiotics can be used to raise awareness of critically important matters in modern society, and to encourage the development of more robust and ethical attitudes towards them.
Publisher: Bloomsbury Publishing
ISBN: 1350362093
Category : Language Arts & Disciplines
Languages : en
Pages : 193
Book Description
Demonstrating how semiotic theory and method can be applied to decoding false representations and dangerous discourses, this book explores how semiotics can be used as a potentially powerful science of conscience. Confronting the sometimes negative perception of semiotics as academically inward-looking and lacking in morality, Marcel Danesi turns this view on its head. Instead, Danesi highlights how the same techniques that have allowed the use of semiotics for self-serving commercial purposes, such as advertising or marketing, could also be applied to deciphering current world problems. Through describing the semiotic notions and methods that can be used to analyze misrepresentations, propaganda, or meaning collapses, the book enables readers to become conscientiously aware of their hidden meanings and the harmful effects that they have on society. Identifying key issues of concern, such as climate change and anti-science discourses, it shows how they can be interpreted in terms of basic semiotic theory. This analysis of crucial issues demonstrates how semiotics can be used to raise awareness of critically important matters in modern society, and to encourage the development of more robust and ethical attitudes towards them.
International Research in the Field of Architecture I
Author: Gözde Çakır Kıasıf
Publisher: EĞİTİM YAYINEVİ
ISBN: 6256251342
Category : Education
Languages : en
Pages : 152
Book Description
Architecture is a discipline that synthesizes art and science by adopting a multidisciplinary design approach and supporting from different fields. Architecture aims to reveal the right design by bringing together artistic creativity, mathematical analytical thinking and effective problem solving abilities. Architecture, which determines the living comfort of users and their interaction with the environment, as well as the structural and spatial characteristics of buildings, causes problems that are very difficult to compensate for if applied incorrectly. Therefore, architects have the desire to fulfill their responsibilities by meticulously addressing issues such as sustainability, basic design, historical environment protection, structure and legislation. This book, which presents international research in the field of architecture and deals with different topics, includes a total of six book chapters with the titles “Evidence Based Lighting Design in Healthcare Facilities”, “Evaluation of the Development Process of Sustainability in High-Rise Buildings Through Leed Certified Norman Foster Projects”, “From Botter Apartment to Casa Botter Art and Design Center: An Exploration of the Semiotics Of Architecture”, “Analysing Sustainable Office Buildıngs within the Scope of Human Health And Comfort”, “Digital Transformation Executions in the Construction Industry: The Role of Covid-19” and “Spatial Analysis of Traditional Turkish Baths and Exemplification on Haseki Hürrem Sultan Bath”.
Publisher: EĞİTİM YAYINEVİ
ISBN: 6256251342
Category : Education
Languages : en
Pages : 152
Book Description
Architecture is a discipline that synthesizes art and science by adopting a multidisciplinary design approach and supporting from different fields. Architecture aims to reveal the right design by bringing together artistic creativity, mathematical analytical thinking and effective problem solving abilities. Architecture, which determines the living comfort of users and their interaction with the environment, as well as the structural and spatial characteristics of buildings, causes problems that are very difficult to compensate for if applied incorrectly. Therefore, architects have the desire to fulfill their responsibilities by meticulously addressing issues such as sustainability, basic design, historical environment protection, structure and legislation. This book, which presents international research in the field of architecture and deals with different topics, includes a total of six book chapters with the titles “Evidence Based Lighting Design in Healthcare Facilities”, “Evaluation of the Development Process of Sustainability in High-Rise Buildings Through Leed Certified Norman Foster Projects”, “From Botter Apartment to Casa Botter Art and Design Center: An Exploration of the Semiotics Of Architecture”, “Analysing Sustainable Office Buildıngs within the Scope of Human Health And Comfort”, “Digital Transformation Executions in the Construction Industry: The Role of Covid-19” and “Spatial Analysis of Traditional Turkish Baths and Exemplification on Haseki Hürrem Sultan Bath”.
Cross-Cultural Design. Applications in Learning, Arts, Cultural Heritage, Creative Industries, and Virtual Reality
Author: Pei-Luen Patrick Rau
Publisher: Springer Nature
ISBN: 3031060474
Category : Computers
Languages : en
Pages : 550
Book Description
The four-volume set LNCS 13311 - 13314 constitutes the refereed proceedings of the 14th International Conference on Cross-Cultural Design, CCD 2022, which was held as part of HCI International 2022 and took place virtually during June 26 - July 1, 2022. The papers included in the HCII-CCD volume set were organized in topical sections as follows: Part I: Cross-Cultural Interaction Design; Collaborative and Participatory Cross-Cultural Design; Cross-Cultural Differences and HCI; Aspects of Intercultural Design Part II: Cross-Cultural Learning, Training, and Education; Cross-Cultural Design in Arts and Music; Creative Industries and Cultural Heritage under a Cross-Cultural Perspective; Cross-Cultural Virtual Reality and Games Part III: Intercultural Business Communication; Intercultural Business Communication; HCI and the Global Social Change Imposed by COVID-19; Intercultural Design for Well-being and Inclusiveness Part IV: Cross-Cultural Product and Service Design; Cross-Cultural Mobility and Automotive UX Design; Design and Culture in Social Development and Digital Transformation of Cities and Urban Areas; Cross-Cultural Design in Intelligent Environments.
Publisher: Springer Nature
ISBN: 3031060474
Category : Computers
Languages : en
Pages : 550
Book Description
The four-volume set LNCS 13311 - 13314 constitutes the refereed proceedings of the 14th International Conference on Cross-Cultural Design, CCD 2022, which was held as part of HCI International 2022 and took place virtually during June 26 - July 1, 2022. The papers included in the HCII-CCD volume set were organized in topical sections as follows: Part I: Cross-Cultural Interaction Design; Collaborative and Participatory Cross-Cultural Design; Cross-Cultural Differences and HCI; Aspects of Intercultural Design Part II: Cross-Cultural Learning, Training, and Education; Cross-Cultural Design in Arts and Music; Creative Industries and Cultural Heritage under a Cross-Cultural Perspective; Cross-Cultural Virtual Reality and Games Part III: Intercultural Business Communication; Intercultural Business Communication; HCI and the Global Social Change Imposed by COVID-19; Intercultural Design for Well-being and Inclusiveness Part IV: Cross-Cultural Product and Service Design; Cross-Cultural Mobility and Automotive UX Design; Design and Culture in Social Development and Digital Transformation of Cities and Urban Areas; Cross-Cultural Design in Intelligent Environments.
Video Game Spaces
Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Expressive Space
Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 273
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.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723840
Category : History
Languages : en
Pages : 273
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.
Video Games and Spatiality in American Studies
Author: Dietmar Meinel
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110675234
Category : History
Languages : en
Pages : 423
Book Description
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110675234
Category : History
Languages : en
Pages : 423
Book Description
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.