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Ludotopia Spaces, Places and Territories in Computer Games Espen Aarseth, Stephan Günzel

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Format:
Book
Contributor:
Aarseth, Espen <p>Espen Aarseth, IT University of Copenhagen, Dänemark</p>, Editor.
Günzel, Stephan <p>Stephan Günzel, University of Europe for Applied Sciences (Berlin), Deutschland</p>, Editor.
Series:
Edition Medienwissenschaft
Language:
English
Subjects (All):
Space.
Place.
Maps.
Computer Games.
Media.
Media Aesthetics.
Media Theory.
Media Studies.
Local Subjects:
Space.
Place.
Maps.
Computer Games.
Media.
Media Aesthetics.
Media Theory.
Media Studies.
Physical Description:
1 online resource (317 pages)
Edition:
1st ed.
Other Title:
Aarseth/Günzel (eds.), Ludotopia Spaces, Places and Territories in Computer Games
Place of Publication:
Bielefeld transcript Verlag 2019
Language Note:
In English.
Biography/History:
Espen Aarseth, born in 1965, is Professor of Game Studies at the IT University of Copenhagen. He is the Editor-in-Chief of Game Studies, a journal he co-founded in 2001. In 2016 he received an ERC Advanced Grant for the project »MSG - Making Sense of Games«.
Stephan Günzel, born in 1971, is Professor of Media Theory at the University of Applied Sciences Europe and currently head of the Media Studies Master Program at the Technical University of Berlin. He co-founded the Digital Games Research Center at the University of Potsdam in 2008.
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.
»Ein Sammelband, der das relativ breite Forschungsfeld zur Räumlichkeit digitaler Spiele um interessante Ansätze und Thesen erweitert.«
Contents:
Frontmatter 1 Content 5 Introduction 7 What Do They Represent? 13 Playing with Sight 41 From Background to Protagonist 61 The Art of Being There 75 Space and Narrative in Computer Games 103 Ludoforming 127 There's No Place Like Home 141 Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers' 167 The Game and 'The Stack' 185 No End of Worlds 201 Itineraria Picta 215 Distance and Fear 231 The Rhetoric of Game Space 245 Morphology and Meaning in 'Castle Wolfenstein 3D' 271 Combinatorial Explorations 295 Authors 311
Notes:
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
ISBN:
9783839447307
3839447305
OCLC:
1119630732

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