Computer games have their own digital aesthetics that enable a special spatial and visual experience. This specific experience and thus the media character of computer games are the focus of interest in this book for the first time.
First-person shooters, which have been criticized like no other popular medium because of their depiction of violence, are being reassessed: In these games, not only do the two most powerful strands of the European pictorial tradition of central perspective and map representation flow together; but these have also been further developed into a unique spatial image.
The book traces the history of computer games from the 1970s to the present day and, in addition to an overview of current positions in game studies, offers an introduction to media analysis using image and spatial theory.
Publishers: #Campus (Campus)