Urban spaces have become blended even more seamlessly with their portrayal. Such representations are generated via a broad range of media which both influence and sculpt our sense of their constitution so that our sense of what the urban ‘is’ is inflected by a range of interpretations, atmospheres, inherited viewpoints, dialogues and scenarios derived from these media. In this paper the authors look at this interpretive skew as generated through intense video gaming activity and from a particular simulated urban context, the city of the game Grand Theft Auto 3: Liberty City. Their objective is to conceptualise the linkages between gamers’ apprehension of the relative realism of this in-game environment and its influence on their experience...
Virtual environments, originally seen as less-than-perfect replicas of physical world, acquire their...
Urban planning continues to play a novel and important role in creating video game environments with...
Arts and media have used cities as scenarios where almost everything is possible. Therefore, videoga...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations ar...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
Traditional notions of urbanism have focused on the cultures, social life and institutions of cities...
The city is a powerful source of representations, experiences and meanings. Art and literature, for ...
The city is a powerful source of representations, experiences and meanings. Art and literature, for ...
Spatial dimension of video game was discussed extensively within game studies, but the representatio...
On the basis of works devoted to the topic of sound studies and video games, the author presents way...
Redefining the city as interactive media can reveal new possibilities for architects and designers. ...
International audienceVideo games allow complex systems modelling, revealing retroaction loops, repl...
The article describes the types of mimic relations that appear in video games (universalistic and fr...
The article is devoted to the problem of the city new imagery, the steady convergence of real archit...
Virtual environments, originally seen as less-than-perfect replicas of physical world, acquire their...
Urban planning continues to play a novel and important role in creating video game environments with...
Arts and media have used cities as scenarios where almost everything is possible. Therefore, videoga...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations ar...
Urban spaces have become blended even more seamlessly with their portrayal. Such representations are...
Traditional notions of urbanism have focused on the cultures, social life and institutions of cities...
The city is a powerful source of representations, experiences and meanings. Art and literature, for ...
The city is a powerful source of representations, experiences and meanings. Art and literature, for ...
Spatial dimension of video game was discussed extensively within game studies, but the representatio...
On the basis of works devoted to the topic of sound studies and video games, the author presents way...
Redefining the city as interactive media can reveal new possibilities for architects and designers. ...
International audienceVideo games allow complex systems modelling, revealing retroaction loops, repl...
The article describes the types of mimic relations that appear in video games (universalistic and fr...
The article is devoted to the problem of the city new imagery, the steady convergence of real archit...
Virtual environments, originally seen as less-than-perfect replicas of physical world, acquire their...
Urban planning continues to play a novel and important role in creating video game environments with...
Arts and media have used cities as scenarios where almost everything is possible. Therefore, videoga...