Phantasmal Spaces: Archetypical Venues in Computer Games

Publikation: Bücher und AnthologienMonografienForschungbegutachtet

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Phantasmal Spaces: Archetypical Venues in Computer Games. / Fuchs, Mathias.
New York: Bloomsbury Academic, 2019. 136 S.

Publikation: Bücher und AnthologienMonografienForschungbegutachtet

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Fuchs M. Phantasmal Spaces: Archetypical Venues in Computer Games. New York: Bloomsbury Academic, 2019. 136 S. doi: 10.5040/9781501332951

Bibtex

@book{55df9a09d163447a9ca5b6d18d592475,
title = "Phantasmal Spaces: Archetypical Venues in Computer Games",
abstract = "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.",
keywords = "Media and communication studies",
author = "Mathias Fuchs",
year = "2019",
doi = "10.5040/9781501332951",
language = "English",
isbn = "978-1-5013-3292-0",
publisher = "Bloomsbury Academic",
address = "United Kingdom",

}

RIS

TY - BOOK

T1 - Phantasmal Spaces

T2 - Archetypical Venues in Computer Games

AU - Fuchs, Mathias

PY - 2019

Y1 - 2019

N2 - 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.

AB - 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.

KW - Media and communication studies

U2 - 10.5040/9781501332951

DO - 10.5040/9781501332951

M3 - Monographs

SN - 978-1-5013-3292-0

BT - Phantasmal Spaces

PB - Bloomsbury Academic

CY - New York

ER -

DOI