Phantasmal Spaces : Archetypical Venues in Computer Games - Mathias Fuchs

eTEXT

Phantasmal Spaces

Archetypical Venues in Computer Games

By: Mathias Fuchs

eText | 13 June 2019 | Edition Number 1

At a Glance

eText


$58.49

or 4 interest-free payments of $14.62 with

 or 

Instant online reading in your Booktopia eTextbook Library *

Read online on
Desktop
Tablet
Mobile

Not downloadable to your eReader or an app

Why choose an eTextbook?

Instant Access *

Purchase and read your book immediately

Read Aloud

Listen and follow along as Bookshelf reads to you

Study Tools

Built-in study tools like highlights and more

* eTextbooks are not downloadable to your eReader or an app and can be accessed via web browsers only. You must be connected to the internet and have no technical issues with your device or browser that could prevent the eTextbook from operating.

Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric "attunement," in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.

In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Read online on
Desktop
Tablet
Mobile

Other Editions and Formats

Paperback

Published: 24th December 2020

More in Media Studies

Between Two Worlds : My Life and Captivity in Iran - Roxana Saberi

eBOOK