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Ludotopia

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Where do computer games “happen”? The articles collected in this pioneering volume explore the categories of “space,” “place,” and “territory” to lay the groundwork for the study of spatiality in g...
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  • 27 September 2019
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Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.
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Price: $45.00
Pages: 316
Publisher: transcript publishing
Imprint: transcript publishing
Publication Date: 27 September 2019
Trim Size: 8.86 X 5.83 in
ISBN: 9783837647303
Format: Paperback
BISACs: SOCIAL SCIENCE / Media Studies, ART / Film & Video, EDUCATION / Research
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»Ein Sammelband, der das relativ breite Forschungsfeld zur Räumlichkeit digitaler Spiele um interessante Ansätze und Thesen erweitert.«
Espen Aarseth, born in 1965, is Professor of Game Studies at the IT University of Copenhagen. He is the Editor-in-Chief of Game Studies, a journal he co-founded in 2001. In 2016 he received an ERC Advanced Grant for the project »MSG - Making Sense of Games«.

Frontmatter 1
Content 5
Introduction 7
What Do They Represent? 13
Playing with Sight 41
From Background to Protagonist 61
The Art of Being There 75
Space and Narrative in Computer Games 103
Ludoforming 127
There's No Place Like Home 141
Videogame Wastelands as (Non-)Places and 'Any-Space-Whatevers' 167
The Game and 'The Stack' 185
No End of Worlds 201
Itineraria Picta 215
Distance and Fear 231
The Rhetoric of Game Space 245
Morphology and Meaning in 'Castle Wolfenstein 3D' 271
Combinatorial Explorations 295
Authors 311