000 03393nam a2200469 i 4500
001 6267200
003 IEEE
005 20220712204556.0
006 m o d
007 cr |n|||||||||
008 151223s2008 maua ob 001 eng d
020 _a9780262255110
_qebook
020 _z0262255111
_qelelelectronic
020 _z9780262141017
_qprint
035 _a(CaBNVSL)mat06267200
035 _a(IDAMS)0b000064818b4162
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.3
_b.N58 2008eb
100 1 _aNitsche, Michael,
_d1968-
_921457
245 1 0 _aVideo game spaces :
_bimage, play, and structure in 3D game worlds /
_cMichael Nitsche.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_cc2008.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2008]
300 _a1 PDF (viii, 305 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
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
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_921459
710 2 _aMIT Press,
_epublisher.
_921460
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