Game World Architectonics
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Author |
: Marc Bonner |
Publisher |
: |
Total Pages |
: |
Release |
: 2021 |
ISBN-10 |
: 3968220471 |
ISBN-13 |
: 9783968220475 |
Rating |
: 4/5 (71 Downloads) |
Synopsis Game | World | Architectonics by : Marc Bonner
Author |
: Andri Gerber |
Publisher |
: transcript Verlag |
Total Pages |
: 347 |
Release |
: 2020-03-31 |
ISBN-10 |
: 9783839448021 |
ISBN-13 |
: 3839448026 |
Rating |
: 4/5 (21 Downloads) |
Synopsis Architectonics of Game Spaces by : Andri Gerber
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.
Author |
: Marc Bonner |
Publisher |
: |
Total Pages |
: |
Release |
: 2021 |
ISBN-10 |
: 396822048X |
ISBN-13 |
: 9783968220482 |
Rating |
: 4/5 (8X Downloads) |
Synopsis Game - World - Architectonics by : Marc Bonner
Author |
: Andri Gerber |
Publisher |
: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner |
Total Pages |
: 346 |
Release |
: 2019-10 |
ISBN-10 |
: 3837648028 |
ISBN-13 |
: 9783837648027 |
Rating |
: 4/5 (28 Downloads) |
Synopsis Architectonics of Game Spaces by : Andri Gerber
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.
Author |
: Steffen P. Walz |
Publisher |
: Lulu.com |
Total Pages |
: 384 |
Release |
: 2010 |
ISBN-10 |
: 9780557285631 |
ISBN-13 |
: 0557285631 |
Rating |
: 4/5 (31 Downloads) |
Synopsis Toward a Ludic Architecture by : Steffen P. Walz
“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?
Author |
: Benjamin Beil |
Publisher |
: transcript Verlag |
Total Pages |
: 364 |
Release |
: 2021-11-30 |
ISBN-10 |
: 9783732854219 |
ISBN-13 |
: 3732854213 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Paratextualizing Games by : Benjamin Beil
Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?
Author |
: Friedrich von Borries |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 496 |
Release |
: 2007-09-14 |
ISBN-10 |
: 9783764384142 |
ISBN-13 |
: 376438414X |
Rating |
: 4/5 (42 Downloads) |
Synopsis Space Time Play by : Friedrich von Borries
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Author |
: Andrew Rollings |
Publisher |
: New Riders Publishing |
Total Pages |
: 964 |
Release |
: 2004 |
ISBN-10 |
: 0735713634 |
ISBN-13 |
: 9780735713635 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Game Architecture and Design by : Andrew Rollings
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Author |
: Tom Meigs |
Publisher |
: McGraw Hill Professional |
Total Pages |
: 386 |
Release |
: 2003-06-09 |
ISBN-10 |
: UOM:39015066813026 |
ISBN-13 |
: |
Rating |
: 4/5 (26 Downloads) |
Synopsis Ultimate Game Design: Building Game Worlds by : Tom Meigs
Build games with techniques and insights from a pro.
Author |
: Beat Suter |
Publisher |
: transcript Verlag |
Total Pages |
: 323 |
Release |
: 2019-03-31 |
ISBN-10 |
: 9783839443040 |
ISBN-13 |
: 3839443040 |
Rating |
: 4/5 (40 Downloads) |
Synopsis Games and Rules by : Beat Suter
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.