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Book The Semiotics of Architecture in Video Games

Download or read book The Semiotics of Architecture in Video Games written by Gabriele Aroni and published by Bloomsbury Publishing. This book was released on 2022-09-08 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Toward a Ludic Architecture

Download or read book Toward a Ludic Architecture written by Steffen P. Walz and published by Lulu.com. This book was released on 2010 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: “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?

Book Multimodal Semiotics and Rhetoric in Videogames

Download or read book Multimodal Semiotics and Rhetoric in Videogames written by Jason Hawreliak and published by Routledge. This book was released on 2018-09-14 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.

Book Architecture and Videogames

Download or read book Architecture and Videogames written by Ryan Scavnicky and published by Routledge. This book was released on 2024-12-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines. With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration and direction for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow? Heavily illustrated with over 200 images, the book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures. The definitive resource on consolidating these interconnected fields, this book will mobilize the current generation of designers to explore and advance this synthesis.

Book Space Time Play

    Book Details:
  • Author : Friedrich von Borries
  • Publisher : Springer Science & Business Media
  • Release : 2007-09-14
  • ISBN : 376438414X
  • Pages : 496 pages

Download or read book Space Time Play written by Friedrich von Borries and published by Springer Science & Business Media. This book was released on 2007-09-14 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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?

Book Architectonics of Game Spaces

Download or read book Architectonics of Game Spaces written by Andri Gerber and published by transcript Verlag. This book was released on 2020-03-31 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Game Zone

    Book Details:
  • Author : Alberto Iacovoni
  • Publisher : Springer Science & Business Media
  • Release : 2004
  • ISBN : 9783764301514
  • Pages : 100 pages

Download or read book Game Zone written by Alberto Iacovoni and published by Springer Science & Business Media. This book was released on 2004 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: The architectural awareness and experience of space, and the creative use can profit greatly from certain aspects of "games" and the related technology. Here the author investigates a fascinating contribution of avant-garde art to the construction of space in the field of electronic games and arcades, beginning with New Babylon, moving through the radical suggestions of the 1960s and 1970s to the commercial and experimental examples of contemporary amusement arcades. Also considered are the virtual worlds of video games which are growing increasingly complex. The book reveals in a critical yet impressive way how important the element of "play" has become in today's digital architectonic designs. The Italian architect Alberto Iacovoni is one of the founding members of the Studio maO which specializes on architecture and media. He is also a member of the office for urban planning, Stalker.

Book Architecture of Video Games

Download or read book Architecture of Video Games written by Wael Mkaouar and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Architecture perspective / scale in video games has evolved throughout time to an extent that it is no longer a mere spatial visualization to host the game, but it has become an interaction medium between the player and the game. Architecture in recent video games played a fundamental role in bridging the gap between the real and the digital world. The analogy between these two is increasingly established through the representational immersion and the participation of the player in a highly realistic environment transforming the gaming experience into an entertaining and educational journey. The aim of this thesis is not only to explore insights on the depth of video games referencing through an urban and a sustainable way but also to investigate the potential application of video games architectural environment into real-life settings as guidelines to promote sustainability in both Architecture and Urbanism."--Abstract.

Book Game   World   Architectonics

Download or read book Game World Architectonics written by Marc Bonner and published by . This book was released on 2021 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Architecture and Design  multimedia

Download or read book Game Architecture and Design multimedia written by Andrew Rollings and published by . This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Arcadium

Download or read book The Arcadium written by Lynn Quagliato and published by . This book was released on 2022 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The Arcadium will be a place to harbor creativity and support game play and creation. It will discover a new architectural typology with gaming at its core. This new architectural style will create a collaborative space for the players and creators of these games to come learn, create, play, and grow a community with gaming." --page 7.

Book Senses  Perception and Video Gaming

Download or read book Senses Perception and Video Gaming written by James Warden and published by . This book was released on 2005 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Video Games and Spatiality in American Studies

Download or read book Video Games and Spatiality in American Studies written by Dietmar Meinel and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-02-21 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Cross Cultural Design  Applications in Learning  Arts  Cultural Heritage  Creative Industries  and Virtual Reality

Download or read book Cross Cultural Design Applications in Learning Arts Cultural Heritage Creative Industries and Virtual Reality written by Pei-Luen Patrick Rau and published by Springer Nature. This book was released on 2022-06-16 with total page 550 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 13311 - 13314 constitutes the refereed proceedings of the 14th International Conference on Cross-Cultural Design, CCD 2022, which was held as part of HCI International 2022 and took place virtually during June 26 - July 1, 2022. The papers included in the HCII-CCD volume set were organized in topical sections as follows: Part I: Cross-Cultural Interaction Design; Collaborative and Participatory Cross-Cultural Design; Cross-Cultural Differences and HCI; Aspects of Intercultural Design Part II: Cross-Cultural Learning, Training, and Education; Cross-Cultural Design in Arts and Music; Creative Industries and Cultural Heritage under a Cross-Cultural Perspective; Cross-Cultural Virtual Reality and Games Part III: Intercultural Business Communication; Intercultural Business Communication; HCI and the Global Social Change Imposed by COVID-19; Intercultural Design for Well-being and Inclusiveness Part IV: Cross-Cultural Product and Service Design; Cross-Cultural Mobility and Automotive UX Design; Design and Culture in Social Development and Digital Transformation of Cities and Urban Areas; Cross-Cultural Design in Intelligent Environments.

Book Expressive Space

    Book Details:
  • Author : Gregory Whistance-Smith
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2022-01-19
  • ISBN : 3110723840
  • Pages : 272 pages

Download or read book Expressive Space written by Gregory Whistance-Smith and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-01-19 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Book Video Game Spaces

Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Trigger Happy

    Book Details:
  • Author : Steven Poole
  • Publisher : Arcade Publishing
  • Release : 2004
  • ISBN : 9781559705981
  • Pages : 268 pages

Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.