In this contribution, we gather major academic and design approaches for explaining how space in games is constructed and how it constructs games, thereby defining the conceptual dimensions of gamespace. Each concept's major inquiry is briefly discussed, iterated if applicable, as well as named. Thus, we conclude with an overview of the locative, the representational, the programmatic, the dramaturgical, the typological, the perspectivistic, the form-functional, and the form-emotive dimensions
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
In this paper, we examine the two highly relevant traditions of the simulation of space, and the sim...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...
Videogames are created for play. In videogames play takes place in an artificiallyconstructed enviro...
The research examines the videogame as a new form of visual narration, in which the story is constru...
Where do computer games "happen"? The articles collected in this pioneering volume explore the categ...
The research examines the videogame as a new form of visual narration, in which the story is constru...
Theorists have long regarded spatiality as an essential facet of the videogame, and recent years hav...
During the last 30 years computer and videogames have grown into a large entertainment industry of e...
The article in-vestigates the use of space in video games. Analyzed the role of space as a basic ele...
The experience of game intrinsic space is an architectural mode of perception more congruent to actu...
This article discusses spatial experience in games, in relation to other media. A brief review of so...
The field of research about video games has paid a lot of attention to the issue of spatiality in th...
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
In this paper, we examine the two highly relevant traditions of the simulation of space, and the sim...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...
Videogames are created for play. In videogames play takes place in an artificiallyconstructed enviro...
The research examines the videogame as a new form of visual narration, in which the story is constru...
Where do computer games "happen"? The articles collected in this pioneering volume explore the categ...
The research examines the videogame as a new form of visual narration, in which the story is constru...
Theorists have long regarded spatiality as an essential facet of the videogame, and recent years hav...
During the last 30 years computer and videogames have grown into a large entertainment industry of e...
The article in-vestigates the use of space in video games. Analyzed the role of space as a basic ele...
The experience of game intrinsic space is an architectural mode of perception more congruent to actu...
This article discusses spatial experience in games, in relation to other media. A brief review of so...
The field of research about video games has paid a lot of attention to the issue of spatiality in th...
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
PLAYABILITY Spatial experimentations require ludic strategies. Games provide new situations to subv...
In this paper, we examine the two highly relevant traditions of the simulation of space, and the sim...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...