The semiotics of architecture in video games:
"Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects a...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
London
Bloomsbury Academic
2022
|
Schriftenreihe: | Bloomsbury advances in semiotics
|
Schlagworte: | |
Online-Zugang: | DE-12 DE-255 URL des Erstveröffentlichers |
Zusammenfassung: | "Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: How does digital architecture relate to real architecture? Where does the inspiration for digital gaming architecture come from, and how does it move into new directions? How does the design of virtual architecture influence gameplay and storytelling? Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE , Assassin's Creed II and Final Fantasy XV , The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video games architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way." |
Beschreibung: | 1 Online-Ressource (xii, 192 Seiten) Illustrationen |
ISBN: | 9781350152342 9781350152335 9781350152328 |
DOI: | 10.5040/9781350152342 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV048383072 | ||
003 | DE-604 | ||
005 | 20231116 | ||
007 | cr|uuu---uuuuu | ||
008 | 220730s2022 xx a||| o|||| 00||| eng d | ||
020 | |a 9781350152342 |c online |9 978-1-350-15234-2 | ||
020 | |a 9781350152335 |c epub |9 978-1-3501-5233-5 | ||
020 | |a 9781350152328 |c epdf |9 978-1-3501-5232-8 | ||
024 | 7 | |a 10.5040/9781350152342 |2 doi | |
035 | |a (OCoLC)1339074201 | ||
035 | |a (DE-599)BVBBV048383072 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-12 |a DE-255 |a DE-11 | ||
100 | 1 | |a Aroni, Gabriele |d 1985- |e Verfasser |0 (DE-588)1104723174 |4 aut | |
245 | 1 | 0 | |a The semiotics of architecture in video games |c Gabriele Aroni |
246 | 1 | 3 | |a Architecture in video games |
264 | 1 | |a London |b Bloomsbury Academic |c 2022 | |
300 | |a 1 Online-Ressource (xii, 192 Seiten) |b Illustrationen | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
338 | |b cr |2 rdacarrier | ||
490 | 0 | |a Bloomsbury advances in semiotics | |
505 | 8 | |a Introduction -- 1. The Semiotics of Architecture -- 2. The Semiotics of Digital Games -- 3. Paradigms of Virtual Architecture -- 4. Visionary Virtual Architecture: NaissanceE -- 5. Reconstructive Virtual Architecture: Assassin's Creed II -- 6. Fantastic Virtual Architecture: Final Fantasy XV -- Conclusions -- Bibliography -- Index | |
520 | 3 | |a "Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: How does digital architecture relate to real architecture? Where does the inspiration for digital gaming architecture come from, and how does it move into new directions? How does the design of virtual architecture influence gameplay and storytelling? Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE , Assassin's Creed II and Final Fantasy XV , The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video games architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way." | |
650 | 0 | 7 | |a Semiotik |0 (DE-588)4054498-9 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
653 | 0 | |a Video games | |
653 | 0 | |a Semiotics | |
653 | 0 | |a Video Games | |
689 | 0 | 0 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | 1 | |a Semiotik |0 (DE-588)4054498-9 |D s |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, Hardcover |z 978-1-350-15231-1 |
856 | 4 | 0 | |u https://doi.org/10.5040/9781350152342?locatt=label:secondary_bloomsburyCollections |x Verlag |z URL des Erstveröffentlichers |3 Volltext |
912 | |a ZDB-162-LIN | ||
912 | |a ZDB-30-PQE | ||
940 | 1 | |q ZDB-162-LIN22 | |
940 | 1 | |q KUBA2-EK-ZDB-30-PQE | |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-033761883 | |
966 | e | |u https://doi.org/10.5040/9781350152342?locatt=label:secondary_bloomsburyCollections |l DE-12 |p ZDB-162-LIN |x Verlag |3 Volltext | |
966 | e | |u https://ebookcentral.proquest.com/lib/zikg/detail.action?docID=7046542 |l DE-255 |p ZDB-30-PQE |q BZI |x Aggregator |3 Volltext |
Datensatz im Suchindex
_version_ | 1824508916565803008 |
---|---|
adam_text | |
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author | Aroni, Gabriele 1985- |
author_GND | (DE-588)1104723174 |
author_facet | Aroni, Gabriele 1985- |
author_role | aut |
author_sort | Aroni, Gabriele 1985- |
author_variant | g a ga |
building | Verbundindex |
bvnumber | BV048383072 |
collection | ZDB-162-LIN ZDB-30-PQE |
contents | Introduction -- 1. The Semiotics of Architecture -- 2. The Semiotics of Digital Games -- 3. Paradigms of Virtual Architecture -- 4. Visionary Virtual Architecture: NaissanceE -- 5. Reconstructive Virtual Architecture: Assassin's Creed II -- 6. Fantastic Virtual Architecture: Final Fantasy XV -- Conclusions -- Bibliography -- Index |
ctrlnum | (OCoLC)1339074201 (DE-599)BVBBV048383072 |
doi_str_mv | 10.5040/9781350152342 |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>00000nam a2200000 c 4500</leader><controlfield tag="001">BV048383072</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20231116</controlfield><controlfield tag="007">cr|uuu---uuuuu</controlfield><controlfield tag="008">220730s2022 xx a||| o|||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781350152342</subfield><subfield code="c">online</subfield><subfield code="9">978-1-350-15234-2</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781350152335</subfield><subfield code="c">epub</subfield><subfield code="9">978-1-3501-5233-5</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781350152328</subfield><subfield code="c">epdf</subfield><subfield code="9">978-1-3501-5232-8</subfield></datafield><datafield tag="024" ind1="7" ind2=" "><subfield code="a">10.5040/9781350152342</subfield><subfield code="2">doi</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1339074201</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV048383072</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-12</subfield><subfield code="a">DE-255</subfield><subfield code="a">DE-11</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Aroni, Gabriele</subfield><subfield code="d">1985-</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)1104723174</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">The semiotics of architecture in video games</subfield><subfield code="c">Gabriele Aroni</subfield></datafield><datafield tag="246" ind1="1" ind2="3"><subfield code="a">Architecture in video games</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">London</subfield><subfield code="b">Bloomsbury Academic</subfield><subfield code="c">2022</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 Online-Ressource (xii, 192 Seiten)</subfield><subfield code="b">Illustrationen</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="0" ind2=" "><subfield code="a">Bloomsbury advances in semiotics</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Introduction -- 1. The Semiotics of Architecture -- 2. The Semiotics of Digital Games -- 3. Paradigms of Virtual Architecture -- 4. Visionary Virtual Architecture: NaissanceE -- 5. Reconstructive Virtual Architecture: Assassin's Creed II -- 6. Fantastic Virtual Architecture: Final Fantasy XV -- Conclusions -- Bibliography -- Index</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">"Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: How does digital architecture relate to real architecture? Where does the inspiration for digital gaming architecture come from, and how does it move into new directions? How does the design of virtual architecture influence gameplay and storytelling? Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE , Assassin's Creed II and Final Fantasy XV , The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video games architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way."</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Semiotik</subfield><subfield code="0">(DE-588)4054498-9</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video games</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Semiotics</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video Games</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Semiotik</subfield><subfield code="0">(DE-588)4054498-9</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe, Hardcover</subfield><subfield code="z">978-1-350-15231-1</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="u">https://doi.org/10.5040/9781350152342?locatt=label:secondary_bloomsburyCollections</subfield><subfield code="x">Verlag</subfield><subfield code="z">URL des Erstveröffentlichers</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-162-LIN</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-PQE</subfield></datafield><datafield tag="940" ind1="1" ind2=" "><subfield code="q">ZDB-162-LIN22</subfield></datafield><datafield tag="940" ind1="1" ind2=" "><subfield code="q">KUBA2-EK-ZDB-30-PQE</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-033761883</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://doi.org/10.5040/9781350152342?locatt=label:secondary_bloomsburyCollections</subfield><subfield code="l">DE-12</subfield><subfield code="p">ZDB-162-LIN</subfield><subfield code="x">Verlag</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://ebookcentral.proquest.com/lib/zikg/detail.action?docID=7046542</subfield><subfield code="l">DE-255</subfield><subfield code="p">ZDB-30-PQE</subfield><subfield code="q">BZI</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV048383072 |
illustrated | Illustrated |
index_date | 2024-07-03T20:19:30Z |
indexdate | 2025-02-19T17:48:13Z |
institution | BVB |
isbn | 9781350152342 9781350152335 9781350152328 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033761883 |
oclc_num | 1339074201 |
open_access_boolean | |
owner | DE-12 DE-255 DE-11 |
owner_facet | DE-12 DE-255 DE-11 |
physical | 1 Online-Ressource (xii, 192 Seiten) Illustrationen |
psigel | ZDB-162-LIN ZDB-30-PQE ZDB-162-LIN22 KUBA2-EK-ZDB-30-PQE ZDB-30-PQE BZI |
publishDate | 2022 |
publishDateSearch | 2022 |
publishDateSort | 2022 |
publisher | Bloomsbury Academic |
record_format | marc |
series2 | Bloomsbury advances in semiotics |
spelling | Aroni, Gabriele 1985- Verfasser (DE-588)1104723174 aut The semiotics of architecture in video games Gabriele Aroni Architecture in video games London Bloomsbury Academic 2022 1 Online-Ressource (xii, 192 Seiten) Illustrationen txt rdacontent c rdamedia cr rdacarrier Bloomsbury advances in semiotics Introduction -- 1. The Semiotics of Architecture -- 2. The Semiotics of Digital Games -- 3. Paradigms of Virtual Architecture -- 4. Visionary Virtual Architecture: NaissanceE -- 5. Reconstructive Virtual Architecture: Assassin's Creed II -- 6. Fantastic Virtual Architecture: Final Fantasy XV -- Conclusions -- Bibliography -- Index "Video games are among the most popular media on the planet, and billions of people inhabit these virtual worlds on a daily basis. This book investigates the architecture of video games, the buildings, roads and cities in which gamers play out their roles. Examining both the aesthetic aspects and symbolic roles of video game architecture as they relate to gameplay, Gabriele Aroni tackles a number of questions, including: How does digital architecture relate to real architecture? Where does the inspiration for digital gaming architecture come from, and how does it move into new directions? How does the design of virtual architecture influence gameplay and storytelling? Looking at how architecture in video games communicates and interacts with players, this book combines semiotics and architecture theory to display how architecture is used in a variety of situations, with different aims and results. Using case studies from NaissanceE , Assassin's Creed II and Final Fantasy XV , The Semiotics of Architecture in Video Games discusses the techniques used to create successful virtual spaces and proposes a framework to analyse video games architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way." Semiotik (DE-588)4054498-9 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Video games Semiotics Video Games Videospiel (DE-588)4063465-6 s Semiotik (DE-588)4054498-9 s DE-604 Erscheint auch als Druck-Ausgabe, Hardcover 978-1-350-15231-1 https://doi.org/10.5040/9781350152342?locatt=label:secondary_bloomsburyCollections Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Aroni, Gabriele 1985- The semiotics of architecture in video games Introduction -- 1. The Semiotics of Architecture -- 2. The Semiotics of Digital Games -- 3. Paradigms of Virtual Architecture -- 4. Visionary Virtual Architecture: NaissanceE -- 5. Reconstructive Virtual Architecture: Assassin's Creed II -- 6. Fantastic Virtual Architecture: Final Fantasy XV -- Conclusions -- Bibliography -- Index Semiotik (DE-588)4054498-9 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4054498-9 (DE-588)4063465-6 |
title | The semiotics of architecture in video games |
title_alt | Architecture in video games |
title_auth | The semiotics of architecture in video games |
title_exact_search | The semiotics of architecture in video games |
title_exact_search_txtP | The semiotics of architecture in video games |
title_full | The semiotics of architecture in video games Gabriele Aroni |
title_fullStr | The semiotics of architecture in video games Gabriele Aroni |
title_full_unstemmed | The semiotics of architecture in video games Gabriele Aroni |
title_short | The semiotics of architecture in video games |
title_sort | the semiotics of architecture in video games |
topic | Semiotik (DE-588)4054498-9 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Semiotik Videospiel |
url | https://doi.org/10.5040/9781350152342?locatt=label:secondary_bloomsburyCollections |
work_keys_str_mv | AT aronigabriele thesemioticsofarchitectureinvideogames AT aronigabriele architectureinvideogames |