Any game takes place within a space, so that the rules of the game are in force within its boundaries, what Salen and Zimmerman (2004) have called ‘the magic circle’. Videogames must also follow this precept, by creating a virtual playfield. How this virtual space has been represented has always been constrained by what technology allows and affords; as technology advances, the configuration of those spaces has also developed and become more complex. This paper deals with the basic spatial configurations in videogames from early games until today, how they position the player with respect to the playfield, and how they transform and challenge pre-existing spatial representations from other media. The first limitation of videogame spaces is ...
Videogames are created for play. In videogames play takes place in an artificiallyconstructed enviro...
The present goal and effort of this thesis is part of a larger forthcoming investigation of the reci...
In this paper, we examine the two highly relevant traditions of the simulation of space, and the sim...
The field of research about video games has paid a lot of attention to the issue of spatiality in th...
In this article we examine location, space and spatial representation in two classic adventure games...
In this article we examine location, space and spatial representation in two classic adventure games...
Original paper can be found at: http://gameconference2011.wordpress.com/ Copyright the AuthorIn his ...
Theorists have long regarded spatiality as an essential facet of the videogame, and recent years hav...
This article describes the evolution of space in computer games from self-contained spaces to more p...
This article describes the evolution of space in computer games from self-contained spaces to more p...
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...
Exploramos aspectos da espacialidade nos videogames, aplicando o conceito de círculo mágico como ab...
Exploramos aspectos da espacialidade nos videogames, aplicando o conceito de círculo mágico como ab...
This article discusses spatial experience in games, in relation to other media. A brief review of so...
Videogames are created for play. In videogames play takes place in an artificiallyconstructed enviro...
The present goal and effort of this thesis is part of a larger forthcoming investigation of the reci...
In this paper, we examine the two highly relevant traditions of the simulation of space, and the sim...
The field of research about video games has paid a lot of attention to the issue of spatiality in th...
In this article we examine location, space and spatial representation in two classic adventure games...
In this article we examine location, space and spatial representation in two classic adventure games...
Original paper can be found at: http://gameconference2011.wordpress.com/ Copyright the AuthorIn his ...
Theorists have long regarded spatiality as an essential facet of the videogame, and recent years hav...
This article describes the evolution of space in computer games from self-contained spaces to more p...
This article describes the evolution of space in computer games from self-contained spaces to more p...
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...
Exploramos aspectos da espacialidade nos videogames, aplicando o conceito de círculo mágico como ab...
Exploramos aspectos da espacialidade nos videogames, aplicando o conceito de círculo mágico como ab...
This article discusses spatial experience in games, in relation to other media. A brief review of so...
Videogames are created for play. In videogames play takes place in an artificiallyconstructed enviro...
The present goal and effort of this thesis is part of a larger forthcoming investigation of the reci...
In this paper, we examine the two highly relevant traditions of the simulation of space, and the sim...