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Ludotopia : Spaces, Places and Territories in Computer Games / ed. by Espen Aarseth, Stephan Günzel.

Contributor(s): Material type: TextTextLanguage: English Series: Edition Medienwissenschaft ; 63Publisher: Bielefeld : transcript Verlag, [2019]Copyright date: ©2019Description: 1 online resource (316 p.)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783839447307
Subject(s): Additional physical formats: No titleLOC classification:
  • GV1469.17.S63 L83 2019
Online resources:
Contents:
Frontmatter -- Content -- Introduction -- I. Spaces -- What Do They Represent? -- Playing with Sight -- From Background to Protagonist -- The Art of Being There -- Space and Narrative in Computer Games -- II. Places -- Ludoforming -- There's No Place Like Home -- Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers' -- The Game and 'The Stack' -- No End of Worlds -- III. Territories -- Itineraria Picta -- Distance and Fear -- The Rhetoric of Game Space -- Morphology and Meaning in 'Castle Wolfenstein 3D' -- Combinatorial Explorations -- Authors
Summary: Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.
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Frontmatter -- Content -- Introduction -- I. Spaces -- What Do They Represent? -- Playing with Sight -- From Background to Protagonist -- The Art of Being There -- Space and Narrative in Computer Games -- II. Places -- Ludoforming -- There's No Place Like Home -- Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers' -- The Game and 'The Stack' -- No End of Worlds -- III. Territories -- Itineraria Picta -- Distance and Fear -- The Rhetoric of Game Space -- Morphology and Meaning in 'Castle Wolfenstein 3D' -- Combinatorial Explorations -- Authors

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Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

Mode of access: Internet via World Wide Web.

This eBook is made available Open Access under a CC BY-NC-ND 4.0 license:

https://creativecommons.org/licenses/by-nc-nd/4.0

https://www.degruyter.com/dg/page/open-access-policy

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Jun 2022)

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