The Semiotics Of Architecture In Video Games

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The Semiotics of Architecture in Video Games

Author : Gabriele Aroni
Publisher : Bloomsbury Publishing
Page : 193 pages
File Size : 41,7 Mb
Release : 2022-09-08
Category : Literary Criticism
ISBN : 9781350152328

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The Semiotics of Architecture in Video Games by Gabriele Aroni Pdf

Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: - How digital architecture relates to real architecture - Where the inspiration for digital gaming architecture comes from, and how it moves into new directions - How the design of virtual architecture influences gameplay and storytelling. Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE, Assassin's Creed II and Final Fantasy XV, The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way.

Toward a Ludic Architecture

Author : Steffen P. Walz
Publisher : Lulu.com
Page : 384 pages
File Size : 45,5 Mb
Release : 2010
Category : Architecture
ISBN : 9780557285631

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Toward a Ludic Architecture by Steffen P. Walz Pdf

“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

Architectonics of Game Spaces

Author : Andri Gerber,Ulrich Götz
Publisher : transcript Verlag
Page : 347 pages
File Size : 53,6 Mb
Release : 2020-03-31
Category : Architecture
ISBN : 9783839448021

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Architectonics of Game Spaces by Andri Gerber,Ulrich Götz Pdf

What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

Interactive Storytelling

Author : Mirjam Vosmeer,Lissa Holloway-Attaway
Publisher : Springer Nature
Page : 714 pages
File Size : 42,5 Mb
Release : 2022-12-01
Category : Computers
ISBN : 9783031222986

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Interactive Storytelling by Mirjam Vosmeer,Lissa Holloway-Attaway Pdf

This book constitutes the refereed proceedings of the 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, held in Santa Cruz, CA, USA, in December 2022. The 30 full papers and 10 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 79 submissions.

Beyond Choices

Author : Miguel Sicart
Publisher : MIT Press
Page : 189 pages
File Size : 45,8 Mb
Release : 2013-09-06
Category : Games & Activities
ISBN : 9780262019781

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Beyond Choices by Miguel Sicart Pdf

How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.

Video Game Spaces

Author : Michael Nitsche
Publisher : MIT Press
Page : 315 pages
File Size : 44,5 Mb
Release : 2008-12-05
Category : Games & Activities
ISBN : 9780262293013

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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.

Space Time Play

Author : Friedrich von Borries,Steffen P. Walz,Matthias Böttger
Publisher : Springer Science & Business Media
Page : 496 pages
File Size : 42,9 Mb
Release : 2007-09-14
Category : Architecture
ISBN : 9783764384142

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Space Time Play by Friedrich von Borries,Steffen P. Walz,Matthias Böttger Pdf

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. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

The Architecture Co-laboratory

Author : Kas Oosterhuis,Lukas Feireiss
Publisher : episode publishers
Page : 620 pages
File Size : 55,6 Mb
Release : 2006
Category : Computers
ISBN : 9059730364

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The Architecture Co-laboratory by Kas Oosterhuis,Lukas Feireiss Pdf

Publicatie n.a.v. de conferentie gehouden op 1 april 2006 op de faculteit Bouwkunde van de TU Delft over de huidige en toekomstige veranderingen rond de digitaal ontworpen architectuur- en designpraktijk.

Contemporary Research on Intertextuality in Video Games

Author : Duret, Christophe,Pons, Christian-Marie
Publisher : IGI Global
Page : 363 pages
File Size : 54,7 Mb
Release : 2016-06-16
Category : Computers
ISBN : 9781522504788

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Contemporary Research on Intertextuality in Video Games by Duret, Christophe,Pons, Christian-Marie Pdf

Culture is dependent upon intertextuality to fuel the consumption and production of new media. The notion of intertextuality has gone through many iterations, but what remains constant is its stalwart application to bring to light what audiences value through the marriages of disparate ideology and references. Videogames, in particular, have a longstanding tradition of weaving texts together in multimedia formats that interact directly with players. Contemporary Research on Intertextuality in Video Games brings together game scholars to analyze the impact of video games through the lenses of transmediality, intermediality, hypertextuality, architextuality, and paratextuality. Unique in its endeavor, this publication discusses the vast web of interconnected texts that feed into digital games and their players. This book is essential reading for game theorists, designers, sociologists, and researchers in the fields of communication sciences, literature, and media studies.

Video Games and Spatiality in American Studies

Author : Dietmar Meinel
Publisher : Walter de Gruyter GmbH & Co KG
Page : 423 pages
File Size : 54,7 Mb
Release : 2022-02-21
Category : History
ISBN : 9783110675238

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Video Games and Spatiality in American Studies by Dietmar Meinel Pdf

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 with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Architecture, Language, and Meaning

Author : Donald Preziosi
Publisher : Walter de Gruyter
Page : 136 pages
File Size : 44,5 Mb
Release : 2012-10-25
Category : Language Arts & Disciplines
ISBN : 9783110808674

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Architecture, Language, and Meaning by Donald Preziosi Pdf

Persuasive Games

Author : Ian Bogost
Publisher : MIT Press
Page : 463 pages
File Size : 42,7 Mb
Release : 2010-08-13
Category : Games & Activities
ISBN : 9780262261944

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Persuasive Games by Ian Bogost Pdf

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Human Interaction & Emerging Technologies (IHIET 2022): Artificial Intelligence & Future Applications

Author : Tareq Ahram and Redha Taiar
Publisher : AHFE International
Page : 860 pages
File Size : 49,8 Mb
Release : 2022-07-24
Category : Technology & Engineering
ISBN : 9781958651445

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Human Interaction & Emerging Technologies (IHIET 2022): Artificial Intelligence & Future Applications by Tareq Ahram and Redha Taiar Pdf

Human Interaction & Emerging Technologies (IHIET 2022): Artificial Intelligence & Future Applications Proceedings of the 8th International Conference on Human Interaction & Emerging Technologies (IHIET 2022): Artificial Intelligence & Future Applications, August 22–24, 2022, Nice, France

Game | World | Architectonics

Author : Marc Bonner
Publisher : Unknown
Page : 128 pages
File Size : 50,7 Mb
Release : 2021
Category : Electronic
ISBN : 3968220471

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Game | World | Architectonics by Marc Bonner Pdf

Architectonics of Game Spaces

Author : Andri Gerber,Ulrich Götz
Publisher : Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Page : 346 pages
File Size : 55,9 Mb
Release : 2019-10
Category : Electronic
ISBN : 3837648028

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Architectonics of Game Spaces by Andri Gerber,Ulrich Götz Pdf

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 gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.