Ludotopia
Spaces, Places and Territories in Computer Games
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.
Overview Chapters
-
Frontmatter
Seiten 1 - 4 -
Content
Seiten 5 - 6 -
Introduction
Seiten 7 - 10 -
I. Spaces
What Do They Represent?
Seiten 13 - 40 -
Playing with Sight
Seiten 41 - 60 -
From Background to Protagonist
Seiten 61 - 74 -
The Art of Being There
Seiten 75 - 102 -
Space and Narrative in Computer Games
Seiten 103 - 124 -
II. Places
Ludoforming
Seiten 127 - 140 -
There's No Place Like Home
Seiten 141 - 166 -
Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers'
Seiten 167 - 184 -
The Game and 'The Stack'
Seiten 185 - 200 -
No End of Worlds
Seiten 201 - 212 -
III. Territories
Itineraria Picta
Seiten 215 - 230 -
Distance and Fear
Seiten 231 - 244 -
The Rhetoric of Game Space
Seiten 245 - 270 -
Morphology and Meaning in 'Castle Wolfenstein 3D'
Seiten 271 - 294 -
Combinatorial Explorations
Seiten 295 - 310 -
Authors
Seiten 311 - 316
18 September 2019, 316 pages
ISBN: 978-3-8376-4730-3
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