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"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,…
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Editions
4 editions- Other · English · 2020Bloomsbury Publishing Plc · 176 pages · 9781501376269
- Other · English · 2019Bloomsbury Academic & Professional · 176 pages · 9781501332944
- Other · English · 2019Bloomsbury Academic & Professional · 176 pages · 9781501332937
- Other · English · 2019Bloomsbury Publishing Plc · 176 pages · 9781501332920
Video gamesDesignPsychological aspects