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The spatial experience of games and other media: notes from a theoretical-analytical model of representations of space

    1. [1] Departamento de Design e Expressão Gráfica, Faculdade de Arquitetura, Universidade Federal do Rio Grande do Sul (UFRGS)
  • Localización: Comunicação e Sociedade, ISSN-e 2183-3575, ISSN 1645-2089, Nº. 27, 2015 (Ejemplar dedicado a: Comunicação nos Videojogos: Expressividade, Intermedialidade e Narrativa), págs. 213-229
  • Idioma: portugués
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  • Resumen
    • This article discusses spatial experience in games, in relation to other media. A brief review of some classic works on spatial experience in literature, photography, cinema and television is presented. A theoretical framework composed of three ‘types of space’ is used for an analysis of a hypothetical simplified gameplay. As a result, the spatial experience of games is understood as a dynamic composition across different levels of materiality and meaning. This practice is made possible, amongst other factors, by fictional capacity, a cultural construction developed over centuries of interaction with media representations.


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