Architectonics of Game Spaces

Architectonics of Game Spaces
Author: Andri Gerber
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
Total Pages: 346
Release: 2019-10
Genre:
ISBN: 9783837648027

What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.

Architectonics of Game Spaces

Architectonics of Game Spaces
Author: Andri Gerber
Publisher: transcript Verlag
Total Pages: 347
Release: 2020-03-31
Genre: Architecture
ISBN: 3839448026

What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

The Production of Space

The Production of Space
Author: Henri Lefebvre
Publisher: Wiley-Blackwell
Total Pages: 464
Release: 1992-04-08
Genre: Philosophy
ISBN: 9780631181774

Henri Lefebvre has considerable claims to be the greatest living philosopher. His work spans some sixty years and includes original work on a diverse range of subjects, from dialectical materialism to architecture, urbanism and the experience of everyday life. The Production of Space is his major philosophical work and its translation has been long awaited by scholars in many different fields. The book is a search for a reconciliation between mental space (the space of the philosophers) and real space (the physical and social spheres in which we all live). In the course of his exploration, Henri Lefebvre moves from metaphysical and ideological considerations of the meaning of space to its experience in the everyday life of home and city. He seeks, in other words, to bridge the gap between the realms of theory and practice, between the mental and the social, and between philosophy and reality. In doing so, he ranges through art, literature, architecture and economics, and further provides a powerful antidote to the sterile and obfuscatory methods and theories characteristic of much recent continental philosophy. This is a work of great vision and incisiveness. It is also characterized by its author's wit and by anecdote, as well as by a deftness of style which Donald Nicholson-Smith's sensitive translation precisely captures.

The Phenomenology of Real and Virtual Places

The Phenomenology of Real and Virtual Places
Author: Erik Malcolm Champion
Publisher: Routledge
Total Pages: 404
Release: 2018-10-26
Genre: Architecture
ISBN: 1351603612

This collection of essays explores the history, implications, and usefulness of phenomenology for the study of real and virtual places. While the influence of phenomenology on architecture and urban design has been widely acknowledged, its effect on the design of virtual places and environments has yet to be exposed to critical reflection. These essays from philosophers, cultural geographers, designers, architects, and archaeologists advance the connection between phenomenology and the study of place. The book features historical interpretations on this topic, as well as context-specific and place-centric applications that will appeal to a wide range of scholars across disciplinary boundaries. The ultimate aim of this book is to provide more helpful and precise definitions of phenomenology that shed light on its growth as a philosophical framework and on its development in other disciplines concerned with the experience of place.

The Ludic City

The Ludic City
Author: Quentin Stevens
Publisher: Routledge
Total Pages: 390
Release: 2007-04-11
Genre: Architecture
ISBN: 1134143958

This international and illustrated work challenges current writings focussing on the problems of urban public space to present a more nuanced and dialectical conception of urban life. Detailed and extensive international urban case studies show how urban open spaces are used for play, which is defined and discussed using Caillois' four-part definition – competition, chance, simulation and vertigo. Stevens explores and analyzes these case studies according to locations where play has been observed: paths, intersections, thresholds, boundaries and props. Applicable to a wide-range of countries and city forms, The Ludic City is a fascinating and stimulating read for all who are involved or interested in the design of urban spaces.

Expressive Space

Expressive Space
Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 272
Release: 2022-01-19
Genre: History
ISBN: 3110723840

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.

The Venice Variations

The Venice Variations
Author: Sophia Psarra
Publisher: UCL Press
Total Pages: 335
Release: 2018-04-30
Genre: Architecture
ISBN: 1787352390

From the myth of Arcadia through to the twenty-first century, ideas about sustainability – how we imagine better urban environments – remain persistently relevant, and raise recurring questions. How do cities evolve as complex spaces nurturing both urban creativity and the fortuitous art of discovery, and by which mechanisms do they foster imagination and innovation? While past utopias were conceived in terms of an ideal geometry, contemporary exemplary models of urban design seek technological solutions of optimal organisation. The Venice Variations explores Venice as a prototypical city that may hold unique answers to the ancient narrative of utopia. Venice was not the result of a preconceived ideal but the pragmatic outcome of social and economic networks of communication. Its urban creativity, though, came to represent the quintessential combination of place and institutions of its time. Through a discussion of Venice and two other works owing their inspiration to this city – Italo Calvino’s Invisible Cities and Le Corbusier’s Venice Hospital – Sophia Psarra describes Venice as a system that starts to resemble a highly probabilistic ‘algorithm’, that is, a structure with a small number of rules capable of producing a large number of variations. The rapidly escalating processes of urban development around our big cities share many of the motivations for survival, shelter and trade that brought Venice into existence. Rather than seeing these places as problems to be solved, we need to understand how urban complexity can evolve, as happened from its unprepossessing origins in the marshes of the Venetian lagoon to the ‘model city’ that endured a thousand years. This book frees Venice from stereotypical representations, revealing its generative capacity to inform potential other ‘Venices’ for the future.

Games and Rules

Games and Rules
Author: Beat Suter
Publisher: transcript Verlag
Total Pages: 323
Release: 2019-03-31
Genre: Social Science
ISBN: 3839443040

Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.