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Phantasmal Spaces

Archetypical Venues in Computer Games

Bridging art history and digital games, Phantasmal Spaces analyzes topographic archetypes of digital games through four lines of investigation: aesthetics, games technology, psychoanalysis, and intertextuality. Les mer
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Vår pris: 1519,-

(Innbundet) Fri frakt!
Leveringstid: Sendes innen 21 dager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Om boka

Bridging art history and digital games, Phantasmal Spaces analyzes topographic archetypes of digital games through four lines of investigation: aesthetics, games technology, psychoanalysis, and intertextuality.

Fakta

Innholdsfortegnelse

Phantasmal Spaces: Introduction

1. The Road
Road Movies, Photography, Edward Hopper's Roads
Driving Games and Driving Game Interfaces
Psychology of Driving
Transmedia Road Phantasms

2. The Ruin
Painting Decay
Digital Dust
Sigmund Freud's Death Drive and the Opponents Thereof
S.T.A.L.K.E.R. and Tarkovsky's Wastelands

3. The Cave
Cave Men
Unreal Tournament Design Philosophy, Boolean Subtractions
Frightened to Death
C-movies

4. The Cloud
The Beauty of Clouds and Industrial Steam
Cloud Rendering
Head in the Clouds: Daydreaming
Transmedia Cloud Formations

5. The Cliff
Running and Falling
Physics Engines
Psychology of Risk Taking
Leaping from One Medium to Another

6. The Forest
Nibelungen Forests
Tree-Generators
The Uncanny
Tale of Tale of Tales

7. The Portal
Doors, Gateways, Passages
Warp Zones
Rites of Passage
Doors in Transmedia Spacetelling

8. The Island
You are Alone!
Chiselling Mountains - Fetching Pretty Sunrises
Really Alone!!!
Robinson Crusoe

Atmospheric Places: Conclusion

References
Ludography
Index

Om forfatteren

Mathias Fuchs is Professor at the Institute of Culture and Aesthetics of Digital Media at Leuphana University of Luneburg, Germany. An artist as well as media scholar, Fuchs pioneered the artistic use of computer games and has exhibited work at ISEA, SIGGRAPH and the Millennium Dome. He is the editor of Diversity of Play (2015) and co-editor of Rethinking Gamification (2014).