000 | 03393nam a2200469 i 4500 | ||
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001 | 6267200 | ||
003 | IEEE | ||
005 | 20220712204556.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 151223s2008 maua ob 001 eng d | ||
020 |
_a9780262255110 _qebook |
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020 |
_z0262255111 _qelelelectronic |
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020 |
_z9780262141017 _qprint |
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035 | _a(CaBNVSL)mat06267200 | ||
035 | _a(IDAMS)0b000064818b4162 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.3 _b.N58 2008eb |
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100 | 1 |
_aNitsche, Michael, _d1968- _921457 |
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245 | 1 | 0 |
_aVideo game spaces : _bimage, play, and structure in 3D game worlds / _cMichael Nitsche. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _cc2008. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2008] |
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300 |
_a1 PDF (viii, 305 pages) : _billustrations. |
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336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references (p. [247]-292) and index. | ||
505 | 0 | _aStructure -- Presentation -- Functionality. | |
506 | 1 | _aRestricted to subscribers or individual electronic text purchasers. | |
520 | _aThe 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. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
550 | _aMade available online by EBSCO. | ||
588 | _aDescription based on PDF viewed 12/23/2015. | ||
650 | 0 |
_aVideo games. _921458 |
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655 | 0 |
_aElectronic books. _93294 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _921459 |
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710 | 2 |
_aMIT Press, _epublisher. _921460 |
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776 | 0 | 8 |
_iPrint version _z9780262141017 |
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267200 |
942 | _cEBK | ||
999 |
_c72858 _d72858 |