Video Game Spaces Book [PDF] Download

Download the fantastic book titled Video Game Spaces written by Michael Nitsche, available in its entirety in both PDF and EPUB formats for online reading. This page includes a concise summary, a preview of the book cover, and detailed information about "Video Game Spaces", which was released on 05 December 2008. We suggest perusing the summary before initiating your download. This book is a top selection for enthusiasts of the Games & Activities genre.

Summary of Video Game Spaces by Michael Nitsche PDF

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.


Detail About Video Game Spaces PDF

  • Author : Michael Nitsche
  • Publisher : MIT Press
  • Genre : Games & Activities
  • Total Pages : 315 pages
  • ISBN : 0262293013
  • PDF File Size : 44,6 Mb
  • Language : English
  • Rating : 2/5 from 1 reviews

Clicking on the GET BOOK button will initiate the downloading process of Video Game Spaces by Michael Nitsche. This book is available in ePub and PDF format with a single click unlimited downloads.

GET BOOK

Video Game Spaces

Video Game Spaces
  • Publisher : MIT Press
  • File Size : 55,5 Mb
  • Release Date : 05 December 2008
GET BOOK

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

Time and Space in Video Games

Time and Space in Video Games
  • Publisher : transcript Verlag
  • File Size : 48,9 Mb
  • Release Date : 30 September 2019
GET BOOK

Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of

Architectonics of Game Spaces

Architectonics of Game Spaces
  • Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
  • File Size : 48,8 Mb
  • Release Date : 01 October 2019
GET BOOK

What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection

Expressive Space

Expressive Space
  • Publisher : Walter de Gruyter GmbH & Co KG
  • File Size : 41,6 Mb
  • Release Date : 19 January 2022
GET BOOK

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

Expressive Space

Expressive Space
  • Publisher : Walter de Gruyter GmbH & Co KG
  • File Size : 40,8 Mb
  • Release Date : 19 January 2022
GET BOOK

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

Gaming Sexism

Gaming Sexism
  • Publisher : NYU Press
  • File Size : 42,7 Mb
  • Release Date : 01 September 2020
GET BOOK

Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video

Learning in Video Game Affinity Spaces

Learning in Video Game Affinity Spaces
  • Publisher : New Literacies and Digital Epistemologies
  • File Size : 24,7 Mb
  • Release Date : 07 June 2024
GET BOOK

The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they

Space Time Play

Space Time Play
  • Publisher : Springer Science & Business Media
  • File Size : 22,5 Mb
  • Release Date : 14 September 2007
GET BOOK

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture.

Video Games and Spatiality in American Studies

Video Games and Spatiality in American Studies
  • Publisher : Walter de Gruyter GmbH & Co KG
  • File Size : 40,8 Mb
  • Release Date : 21 February 2022
GET BOOK

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

Archaeogaming

Archaeogaming
  • Publisher : Berghahn Books
  • File Size : 21,6 Mb
  • Release Date : 18 June 2018
GET BOOK

Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place,