The spatial experience of games and other media: notes from a theoretical-analytical model of representations of space
DOI:
https://doi.org/10.17231/comsoc.27(2015).2098Keywords:
Spatial representations, visual mediaAbstract
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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Authors own the copyright, providing the journal with the right of first publication. The work is licensed under a Creative Commons Attribution 4.0 International License.