Video Game Spaces

Nitsche, Michael

Published by MIT Press Ltd, 2008
ISBN 10: 0262141019 / ISBN 13: 9780262141017
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2008. 0th Edition. Hardcover. An exploration of how we see, use, and make sense of modern video game worlds. Num Pages: 320 pages, 27 b&w illus. BIC Classification: UGG. Category: (P) Professional & Vocational. Dimension: 233 x 163 x 24. Weight in Grams: 572. . . . . . Books ship from the US and Ireland. Bookseller Inventory # V9780262141017

Bibliographic Details

Title: Video Game Spaces
Publisher: MIT Press Ltd
Publication Date: 2008
Binding: Hardcover
Book Condition: New

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Michael Nitsche
Published by MIT Press (2009)
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Book Description Mit Pr, 2009. Hardcover. Book Condition: Good. Item may show signs of shelf wear. Pages may include limited notes and highlighting. Includes supplemental or companion materials if applicable. Access codes may or may not work. Connecting readers since 1972. Customer service is our top priority. Bookseller Inventory # mon0000879395

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Book Description MIT Press Ltd, United States, 2009. Hardback. Book Condition: New. 230 x 156 mm. Language: English . Brand New Book. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose. Bookseller Inventory # AAH9780262141017

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ISBN 10: 0262141019 ISBN 13: 9780262141017
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Book Description MIT Press Ltd, United States, 2009. Hardback. Book Condition: New. 230 x 156 mm. Language: English . Brand New Book. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose. Bookseller Inventory # AAH9780262141017

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Book Description The MIT Press, 2008. Book Condition: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: "After reading Nitsche's superbly informed and wide-ranging analyses of the multiplefactors that shape our experience of game worlds, and his typology of the spatial architectures thatunderlie the player's possibilities of action, it will no longer be possible to take the visualresources of games, their relation to film, and the strategic configuration of their world forgranted."--Marie-Laure Ryan, University of Colorado, Boulder. Bookseller Inventory # ABE_book_new_0262141019

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