Video Game Spaces: Image, Play, and Structure in 3D Worlds,New

Video Game Spaces: Image, Play, and Structure in 3D Worlds,New

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An exploration of how we see, use, and make sense of modern video game worlds.The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an indepth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality.Nitsche introduces five analytical layersrulebased space, mediated space, fictional space, play space, and social spaceand uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

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We ship your order within 2–3 business days for USA deliveries and 5–8 business days for international shipments. Once your package has been dispatched from our warehouse, you'll receive an email confirmation with a tracking number, allowing you to track the status of your delivery.

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To facilitate a smooth return process, a Return Authorization (RA) Number is required for all returns. Returns without a valid RA number will be declined and may incur additional fees. You can request an RA number within 15 days of the original delivery date. For more details, please refer to our Return & Refund Policy page.

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Warranty

We provide a 2-year limited warranty, from the date of purchase for all our products.

If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.

This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).

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Frequently Asked Questions

  • Q: What is the main focus of 'Video Game Spaces'? A: 'Video Game Spaces' explores how players perceive, interact with, and understand modern 3D video game worlds, emphasizing the artistic and technical developments in gaming.
  • Q: Who is the author of 'Video Game Spaces'? A: The author of 'Video Game Spaces' is Michael Nitsche, who combines insights from various disciplines including literary studies and architecture.
  • Q: How many pages does 'Video Game Spaces' have? A: 'Video Game Spaces' contains 305 pages, providing an in-depth analysis of game design and spatial understanding.
  • Q: What is the binding type of this book? A: 'Video Game Spaces' is published in hardcover, ensuring durability and a premium presentation.
  • Q: When was 'Video Game Spaces' published? A: 'Video Game Spaces' was published on December 5, 2008.
  • Q: What are the key themes discussed in the book? A: Key themes include the transformation of game spaces, the interaction between players and environments, and the narrative potential of 3D worlds.
  • Q: Is this book suitable for beginners in game design? A: 'Video Game Spaces' is suitable for both novices and experienced scholars, offering foundational tools and arguments relevant to game design and analysis.
  • Q: What unique analytical layers does Nitsche introduce? A: Nitsche introduces five analytical layers: rule-based space, mediated space, fictional space, play space, and social space, used to analyze various games.
  • Q: Does the book include examples from specific video games? A: Yes, 'Video Game Spaces' includes analyses of games ranging from early classics to recent titles, illustrating the concepts discussed.
  • Q: What condition is the book in? A: 'Video Game Spaces' is in new, mint condition, with guaranteed packaging and same-day dispatch for orders received before noon.