Game | World | Architectonics
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- Indbinding:
- Hardback
- Sideantal:
- 268
- Udgivet:
- 29. april 2021
- Størrelse:
- 173x23x246 mm.
- Vægt:
- 848 g.
- 2-3 uger.
- 13. december 2024
På lager
Normalpris
Abonnementspris
- Rabat på køb af fysiske bøger
- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
Beskrivelse af Game | World | Architectonics
In its current digital, pictorial and viral ubiquity, architecture no longer has
to be bodily present, but has a mediating role. As a medial hinge it folds different
disciplines of media and art onto the realm of the everyday. Here, the idea of
architectonics can be understood as the architectural implications of computer games
in a broader sense to address the matter of architecture in game worlds as well as
the architecture of computer games themselves. This anthology bundles
transdisciplinary approaches around the topics of space, architecture, perception of
and worldbuilding in computer games and their media-specific properties. The aim is
to show how and under which aspects digital game worlds are constituted. The
contributions depart from the beaten tracks of media and game studies, focusing on
spatial, architectural and world-shaped phenomena within current digital media
culture.
to be bodily present, but has a mediating role. As a medial hinge it folds different
disciplines of media and art onto the realm of the everyday. Here, the idea of
architectonics can be understood as the architectural implications of computer games
in a broader sense to address the matter of architecture in game worlds as well as
the architecture of computer games themselves. This anthology bundles
transdisciplinary approaches around the topics of space, architecture, perception of
and worldbuilding in computer games and their media-specific properties. The aim is
to show how and under which aspects digital game worlds are constituted. The
contributions depart from the beaten tracks of media and game studies, focusing on
spatial, architectural and world-shaped phenomena within current digital media
culture.
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