top of page
Circular Library
The Video Game Library logo

THE
VIDEO GAME LIBRARY

YOUR ONE STOP RESOURCE ON BOOKS ABOUT GAMES

GAMING CONCEPTS II: SPACE GAMES / PLAY SPACES

Hans Krah, Martin Hennig



 

Through spaces and spatial configurations, the intangible is transformed into substance. Spaces serve as a 'link' between systems of thought and social practice; they create symbolic orders, stabilize them, and thereby possess a meaningful function. In extreme cases, this manifests as the ideological framing of spaces.


In mediated worldviews, spaces serve as the carrier that allows the attachment of semantic values. In computer games, specific spatial constructs are created, as the represented spaces are always defined through their gameplay functions. In online gaming, the spatial arrangements dictated by the program become the foundation for social interaction.


In this volume, spatial concepts in computer games are comprehensively explored for the first time on the levels of aesthetics and structure, the related spatial functions, as well as from a spatial-semantic perspective. This encompasses the roles of specific spatial structures in computer games for the gaming process, spatially-related processes of meaning formation, and the spatially-mediated processing and generation of knowledge models.


The volume brings together perspectives and approaches from cultural studies, semiotics, narratology, visual studies, social sciences, linguistics, and game design.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

German

Hardcover


9783864881275

2018

324

OTHER NAMES

  • Spielzeichen II: Raumspiele / Spielräume

 

TAGS


Publishers: #VerlagWernerHülsbusch (Verlag Werner Hülsbusch)

Languages: #German

Format: #Hardcover

Accessibility: N/A

Year: #Year2018

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#VWHGameStudies (VWH Game Studies)

Comments


bottom of page