In this paper, we examine the two highly relevant traditions of the simulation of space, and the simulation of the gaze, to develop an art history approach to video games rooted in the relationship of a gamer to the visual and play space implemented in the game through its surface and diegetic spaces. Parallel projection and perspective are both examined from their philosophical roots in Greek antiquity to their technological implementation in 2D game engines; the many techniques employed to simulate a third dimension out of the bidimensional surface of the screen (namely parallax scrolling, occlusion, depth cues and ray casting) help influence the player’s engagement with the game space, and his positioning on the continuum opposing contem...
In this contribution, we gather major academic and design approaches for explaining how space in gam...
In recent years, some museums have introduced the video game among the communication strategies aime...
In this article we examine location, space and spatial representation in two classic adventure games...
During the last 30 years computer and videogames have grown into a large entertainment industry of e...
Theorists have long regarded spatiality as an essential facet of the videogame, and recent years hav...
The field of research about video games has paid a lot of attention to the issue of spatiality in th...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...
We propose a novel concept of game, which allows players to experience tangible interaction with the...
We propose a novel concept of game, which allows players to experience tangible interaction with the...
We propose a novel concept of game, which allows players to experience tangible interaction with the...
This article discusses spatial experience in games, in relation to other media. A brief review of so...
The research examines the videogame as a new form of visual narration, in which the story is constru...
In this paper I develop a nonrepresentational spatiality of screened images, in which space does not...
© 2014 Dr. Daniel Christopher GoldingThe perception of videogame space is structured through mediate...
The experience of game intrinsic space is an architectural mode of perception more congruent to actu...
In this contribution, we gather major academic and design approaches for explaining how space in gam...
In recent years, some museums have introduced the video game among the communication strategies aime...
In this article we examine location, space and spatial representation in two classic adventure games...
During the last 30 years computer and videogames have grown into a large entertainment industry of e...
Theorists have long regarded spatiality as an essential facet of the videogame, and recent years hav...
The field of research about video games has paid a lot of attention to the issue of spatiality in th...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...
We propose a novel concept of game, which allows players to experience tangible interaction with the...
We propose a novel concept of game, which allows players to experience tangible interaction with the...
We propose a novel concept of game, which allows players to experience tangible interaction with the...
This article discusses spatial experience in games, in relation to other media. A brief review of so...
The research examines the videogame as a new form of visual narration, in which the story is constru...
In this paper I develop a nonrepresentational spatiality of screened images, in which space does not...
© 2014 Dr. Daniel Christopher GoldingThe perception of videogame space is structured through mediate...
The experience of game intrinsic space is an architectural mode of perception more congruent to actu...
In this contribution, we gather major academic and design approaches for explaining how space in gam...
In recent years, some museums have introduced the video game among the communication strategies aime...
In this article we examine location, space and spatial representation in two classic adventure games...