Author(s): Marc Bonner (editor)
Publisher: Heidelberg University Publishing
Year: 2021
Language: English
Pages: 270
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Table of Contents
Introduction: Prospect onto the Architectonics
of Computer Games and their World Properties
1. Authenticity, Historicity, and Cultural Practices: Experience in and of Game Worlds
Historical Digital Games as Experiences: How Atmospheres of the Past Satisfy Needs of Authenticity
Agricultural Spaces and Places: Studying User-Created Maps for Farming Simulator 15 at Scale
PlayStation Photography: Towards an Understanding of Video Game Photography
2. Topoi, Topographies, and Topologies: Spatial Structures of Game Worlds
The World-Shaped Hall:On the Architectonics of the Open World Skybox and the Ideological Implications of the Open World Chronotope
Square, Marketplace, Tavern: Contested Spaces in Single-Player Neomedieval Role-Playing Game Cities
Taking a Breath of the Wild: The Concept of Airness in Nintendo’s take on Open World Games
The Labyrinth: Digital Games as Media of Decision-Making
3. Identity, Reflection, and Spatial Challenges: Navigating Self-Reflexive Game Worlds
The Aesthetics of Non-Euclidean Game Spaces: Multistability and Object Permanence in Antichamber and P.T.
“I love how you can see the bottom of the universe from this room.” The Real-Virtual Architecture of Davey Wreden’s The Beginner’s Guide
The World Machine: Self-Reflexive Worldbuilding in OneShot
4. Sound, Haptics, and Artistic Research: Approaches Beyond the Brinks of Game Space
Borderless Sound
Image Contact: Haptic Actions in Virtual Spaces
Dreaming in the Witch House: An Esoteric Approach to Computer Game Research
On the Contributors
Druckereivermerk
Backcover