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Game - World - Architectonics: Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception
Cover Title Imprint Table of Contents Introduction: Prospect onto the Architectonics of Computer Games and their World Properties 1. Authenticity, Historicity, and Cultural Practices: Experience in and of Game Worlds Historical Digital Games as Experiences: How Atmospheres of the Past Satisfy Needs of Authenticity Agricultural Spaces and Places: Studying User-Created Maps for Farming Simulator 15 at Scale PlayStation Photography: Towards an Understanding of Video Game Photography 2. Topoi, Topographies, and Topologies: Spatial Structures of Game Worlds The World-Shaped Hall:On the Architectonics of the Open World Skybox and the Ideological Implications of the Open World Chronotope Square, Marketplace, Tavern: Contested Spaces in Single-Player Neomedieval Role-Playing Game Cities Taking a Breath of the Wild: The Concept of Airness in Nintendo’s take on Open World Games The Labyrinth: Digital Games as Media of Decision-Making 3. Identity, Reflection, and Spatial Challenges: Navigating Self-Reflexive Game Worlds The Aesthetics of Non-Euclidean Game Spaces: Multistability and Object Permanence in Antichamber and P.T. “I love how you can see the bottom of the universe from this room.” The Real-Virtual Architecture of Davey Wreden’s The Beginner’s Guide The World Machine: Self-Reflexive Worldbuilding in OneShot 4. Sound, Haptics, and Artistic Research: Approaches Beyond the Brinks of Game Space Borderless Sound Image Contact: Haptic Actions in Virtual Spaces Dreaming in the Witch House: An Esoteric Approach to Computer Game Research On the Contributors Druckereivermerk Backcover