Navigating Virtual Worlds: The role of spatial structures in the conception of cognitive maps and routes by video game players

Ruben Meintema

Published by LAP LAMBERT Academic Publishing, 2012
ISBN 10: 3846559857 / ISBN 13: 9783846559857
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Synopsis: For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible.

About the Author: Ruben Meintema (Research M.A. cum laude) works at the boundary between digital and traditional culture. He has a background in Literary Studies, as well as in computer programming. Just the combination for studying video games, which are at the same time a product of digital technology, and a product of creative human imagination.

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Title: Navigating Virtual Worlds: The role of ...
Publisher: LAP LAMBERT Academic Publishing
Publication Date: 2012
Binding: Paperback
Book Condition: Good

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Book Description LAP Lambert Academic Publishing Feb 2012, 2012. Taschenbuch. Condition: Neu. Neuware - For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. 128 pp. Englisch. Seller Inventory # 9783846559857

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Book Description LAP Lambert Academic Publishing Feb 2012, 2012. Taschenbuch. Condition: Neu. Neuware - For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. 128 pp. Englisch. Seller Inventory # 9783846559857

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Book Description LAP Lambert Academic Publishing Feb 2012, 2012. Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Neuware - For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. 128 pp. Englisch. Seller Inventory # 9783846559857

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Book Description LAP Lambert Academic Publishing, Germany, 2012. Paperback. Condition: New. Aufl. Language: English . Brand New Book. For a beginning video game player, the biggest challenge is not learning the controls and adapting one s motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling spatial effects possible. Seller Inventory # KNV9783846559857

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