Knowing your Place: Experiential Spatiality in Games – session abstract
The aesthetic dimensions of such spatiality concern perceptions, impressions and “practiced” [3] or “lived” [4] experiences in a “navigable space” [5] which are not reducible to topological relations nor, solely, determined by a role in creating a story.
Further, a rich conception of place as practice in games may inform the active use of 3-D representational space by sound [e.g. 14]. Finally, the varied avenues for considering places in games may be insightful for designing to support everyday spatial practice beyond games.
References
1. Fernandez-Vara, C., Zagal, J., Mateas, M. (2005). Evolution of Spatial Configurations In Videogames In Proc. Digital Interactive Games Research Association Conference (DiGRA 2005), Vancouver B.C.
2. Kampmann Walther B (2005) Space in New Media Conception: With Continual Reference to Computer Games http://www.fylkingen.se/hz/ #6 June 2005
6. Wittengenstein, L (1953) Philosophical Investigations G.E.M. Anscombe & R. Rhees (eds.), G.E.M. Anscombe (trans.), Blackwell
12. Flynn B, 2003 Languages Of Navigation Within Computer Games. 5th International Digital Arts & Culture Conference, Melbourne . http://hypertext.rmit.edu.au/dac/papers/Flynn.pdf
from here and check out Nic Bidwell
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You’re currently reading “Knowing your Place: Experiential Spatiality in Games – session abstract,” an entry on multiplicité
- Published:
- Sunday, April 22nd, 2007 at 5:51 pm
- This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.0 Korea.
- Author:
- Yonggeun
- Category:
- theory
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