The spatial experience of games and other media: notes from a theoretical-analytical model of representations of space

Autores

  • Suely Fragoso Departamento de Design e Expressão Gráfica, Faculdade de Arquitetura, Universidade Federal do Rio Grande do Sul (UFRGS)

DOI:

https://doi.org/10.17231/comsoc.27(2015).2098

Palavras-chave:

Spatial representations, visual media

Resumo

This article discusses spatial experience in games, in relation to other media. A brief review of some classic works on spatial experience in literature, photography, cinema and television is presented. A theoretical framework composed of three ‘types of space’ is used for an analysis of a hypothetical simplified gameplay. As a result, the spatial experience of games is understood as a dynamic composition across different levels of materiality and meaning. This practice is made possible, amongst other factors, by fictional capacity, a cultural construction developed over centuries of interaction with media representations.

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Publicado

29-06-2015

Edição

Secção

Comunicação, Teoria dos Videojogos e Diálogos (Inter)Mediáticos

Como Citar

The spatial experience of games and other media: notes from a theoretical-analytical model of representations of space. (2015). Comunicação e Sociedade, 27, 213-229. https://doi.org/10.17231/comsoc.27(2015).2098

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