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Phantasmal spaces : archetypical venues in computer games / Mathias Fuchs.

By: Fuchs, Mathias [author.]Material type: TextTextPublisher: London : Bloomsbury Academic, 2019Description: 176 pages : illustrations (black and white)Content type: text | still image Media type: computer Carrier type: online resourceISBN: 9781501332944 (ebook)Subject(s): video games | Hobbies and Games | Indoor games | Computer games design | Digital animation | Theory of art | Media studiesGenre/Form: Online access: click to view 400 credits Also available in printed form ISBN 9781501332920Summary: 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.
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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.

Also available in printed form ISBN 9781501332920

Electronic reproduction. Askews and Holts. Mode of access: World Wide Web.

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