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  1. Expressive Space
    Embodying Meaning in Video Game Environments
  2. Expressive space
    embodying meaning in video game environments
    Published: [2022]; © 2022
    Publisher:  De Gruyter Oldenbourg, Berlin

    Frontmatter -- Acknowledgements -- Contents -- List of Figures -- Introduction: Expanding the Built Environment -- Chapter 1 Space, Meaning, and Video Games -- Chapter 2 Embodied Cognition -- Chapter 3 Exploration and Inhabitation -- Chapter 4... more

    Access:
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    Verlag (lizenzpflichtig)
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    Frontmatter -- Acknowledgements -- Contents -- List of Figures -- Introduction: Expanding the Built Environment -- Chapter 1 Space, Meaning, and Video Games -- Chapter 2 Embodied Cognition -- Chapter 3 Exploration and Inhabitation -- Chapter 4 Kinetic Rhythms -- Chapter 5 Enaction -- Chapter 6 Perception -- Chapter 7 Virtual Built Environments -- Conclusion -- Bibliography -- Index Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives

     

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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110723731; 9783110723847
    Other identifier:
    Series: Video Games and the Humanities ; volume 4
    Subjects: Place (Philosophy) in art; Place (Philosophy) in mass media; Video games; HISTORY / Study & Teaching
    Scope: 1 Online-Ressource (XII, 262 Seiten)
  3. Expressive space
    embodying meaning in video game environments
    Published: [2022]; © 2022
    Publisher:  De Gruyter Oldenbourg, Berlin

    Frontmatter -- Acknowledgements -- Contents -- List of Figures -- Introduction: Expanding the Built Environment -- Chapter 1 Space, Meaning, and Video Games -- Chapter 2 Embodied Cognition -- Chapter 3 Exploration and Inhabitation -- Chapter 4... more

    Access:
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    Frontmatter -- Acknowledgements -- Contents -- List of Figures -- Introduction: Expanding the Built Environment -- Chapter 1 Space, Meaning, and Video Games -- Chapter 2 Embodied Cognition -- Chapter 3 Exploration and Inhabitation -- Chapter 4 Kinetic Rhythms -- Chapter 5 Enaction -- Chapter 6 Perception -- Chapter 7 Virtual Built Environments -- Conclusion -- Bibliography -- Index Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110723731; 9783110723847
    Other identifier:
    Series: Video Games and the Humanities ; volume 4
    Subjects: Place (Philosophy) in art; Place (Philosophy) in mass media; Video games; HISTORY / Study & Teaching
    Scope: 1 Online-Ressource (XII, 262 Seiten)