Architectonics of Game Spaces 2019
DOI: 10.1515/9783839448021-012
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The Lived Space of Computer Games

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“…Today, it is easy to associate imaginary dimensional spaces and active participation with gaming-related scenarios (Nicholls, Ryan 2008;Günzel 2019). Shortly after Soja's clarifications, Espen Aarseth pioneered research in this domain, applying Lefebvrian structuring to video games to achieve what his work "Allegories of Space" (2001) suggests: an in-game spatial resolution of the aesthetic-allegorical moment (Günzel 2019). However, with the proliferation of virtual open worlds, massively multiplayer online role-playing games (MMORPGs), and sandboxes, traditional rules for representing these spaces are becoming less relevant.…”
Section: Paolo Bertimentioning
confidence: 99%
“…Today, it is easy to associate imaginary dimensional spaces and active participation with gaming-related scenarios (Nicholls, Ryan 2008;Günzel 2019). Shortly after Soja's clarifications, Espen Aarseth pioneered research in this domain, applying Lefebvrian structuring to video games to achieve what his work "Allegories of Space" (2001) suggests: an in-game spatial resolution of the aesthetic-allegorical moment (Günzel 2019). However, with the proliferation of virtual open worlds, massively multiplayer online role-playing games (MMORPGs), and sandboxes, traditional rules for representing these spaces are becoming less relevant.…”
Section: Paolo Bertimentioning
confidence: 99%