Spatial dimension of video game was discussed extensively within game studies, but the representation of the experience of places and milieus remains relatively unexplored so far. Mesocriticism, a perspective that account for the aforementioned experience in video games will be described in this paper. Through an analysis of the problematic articulation between non-places and local socialities of the urban milieu of Dead Rising 3 and the alternative experience of this milieu, it will be shown how video games, as simulations of a mode of inhabiting, propose a cartography of the Self, and therefore a better comprehension of our being-in-the-world
In location-based games, the game narrative can influence the players’ movement within the city. The...
While video games have become a major cultural practice, we still know little about the diversity of...
Although in recent years interactive gaming has become a billion-dollar industry and a major cultura...
Si la dimension spatiale du jeu vidéo a été abondamment abordée au sein des études vidéoludiques, la...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
Though theorists have long regarded spatiality as an essential facet of the videogame, the figure of...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations ar...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
© 2014 Dr. Daniel Christopher GoldingThe perception of videogame space is structured through mediate...
Traditional notions of urbanism have focused on the cultures, social life and institutions of cities...
De Certeau (1984) claims that spatial relations between objects represent the organizing principle o...
The city is a powerful source of representations, experiences and meanings. Art and literature, for ...
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
While video games have become a major cultural practice, we still know little about the diversity of...
In location-based games, the game narrative can influence the players’ movement within the city. The...
While video games have become a major cultural practice, we still know little about the diversity of...
Although in recent years interactive gaming has become a billion-dollar industry and a major cultura...
Si la dimension spatiale du jeu vidéo a été abondamment abordée au sein des études vidéoludiques, la...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
Though theorists have long regarded spatiality as an essential facet of the videogame, the figure of...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations ar...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that ...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
© 2014 Dr. Daniel Christopher GoldingThe perception of videogame space is structured through mediate...
Traditional notions of urbanism have focused on the cultures, social life and institutions of cities...
De Certeau (1984) claims that spatial relations between objects represent the organizing principle o...
The city is a powerful source of representations, experiences and meanings. Art and literature, for ...
La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques....
While video games have become a major cultural practice, we still know little about the diversity of...
In location-based games, the game narrative can influence the players’ movement within the city. The...
While video games have become a major cultural practice, we still know little about the diversity of...
Although in recent years interactive gaming has become a billion-dollar industry and a major cultura...