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Beschreibung
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric "attunement," in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.

In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric "attunement," in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.

In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.
Über den Autor
Mathias Fuchsis Professor of Culture and Aesthetics of Media at Leuphana University of Lüneburg, Germany. An artist as well as media scholar, Fuchs pioneered the artistic use of computer games and has exhibited work at ISEA, SIGGRAPH and the Millennium Dome. He is the editor of Diversity of Play(2015) and co-editor of Rethinking Gamification(2014).
Zusammenfassung
Creates a continuity between game design and art history and other humanities perspectives, contributing to the study of digital games as an art form
Inhaltsverzeichnis

Phantasmal Spaces: Introduction

1. The Road
Road Movies, Photography, Edward Hopper's Roads
Driving Games and Driving Game Interfaces
Psychology of Driving
Transmedia Road Phantasms

2. The Ruin
Painting Decay
Digital Dust
Sigmund Freud's Death Drive and the Opponents Thereof
S.T.A.L.K.E.R. and Tarkovsky's Wastelands

3. The Cave
Cave Men
Unreal Tournament Design Philosophy, Boolean Subtractions
Frightened to Death
C-movies

4. The Cloud
The Beauty of Clouds and Industrial Steam
Cloud Rendering
Head in the Clouds: Daydreaming
Transmedia Cloud Formations

5. The Cliff
Running and Falling
Physics Engines
Psychology of Risk Taking
Leaping from One Medium to Another

6. The Forest
Nibelungen Forests
Tree-Generators
The Uncanny
Tale of Tale of Tales

7. The Portal
Doors, Gateways, Passages
Warp Zones
Rites of Passage
Doors in Transmedia Spacetelling

8. The Island
You are Alone!
Chiselling Mountains - Fetching Pretty Sunrises
Really Alone!!!
Robinson Crusoe

Atmospheric Places: Conclusion

References
Ludography
Index

Details
Erscheinungsjahr: 2020
Fachbereich: Allgemeines
Genre: Importe, Medienwissenschaften
Rubrik: Wissenschaften
Medium: Taschenbuch
Inhalt: Kartoniert / Broschiert
ISBN-13: 9781501376269
ISBN-10: 1501376268
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Fuchs, Mathias
Hersteller: Bloomsbury Academic
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Maße: 229 x 152 x 10 mm
Von/Mit: Mathias Fuchs
Erscheinungsdatum: 24.12.2020
Gewicht: 0,268 kg
Artikel-ID: 127472035

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