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: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London ; New York ; Oxford ; New Delhi ; Sydney
Bloomsbury Academic
2024
|
Ausgabe: | Paperback edition |
Schriftenreihe: | Bloomsbury advances in semiotics
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
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: | xi, 179 Seiten Illustrationen |
ISBN: | 9781350341722 |
Internformat
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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." | |
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Datensatz im Suchindex
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Contents List of figures Acknowledgements Introduction viii xi 1 1 The Semiotics of Architecture 17 2 The Semiotics of DigitalGames Spaces 33 AI 3 Assassins Creed II 4 Final Fantasy XV 5 NaissanceE 75 105 Conclusions 141 Further Research 144 Notes 146 Bibliography 150 Ludography 164 Works of Art 170 Index 172
Bloomsbury Advances in Semiotics Video games are among the most popular media on the planet, and billions of peoplë 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 digital architecture relates to real architecture; Where the inspiration for digital gaming architecture comes from, and how it moves into new directions; How the design of virtual architecture influences 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, for different aims and with different 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 game architecture, ultimately explaining how to employ architectural solutions in video games in a systematic and effective way. Gabriele Aroni is an Assistant Professor in the School of Cultural Technology at Xi’an Jiaotong-Liverpool University, China. ‘This work by Gabriele Aroni is highly significant, having implications for the ways in which virtual architectures are evolving structurally, symbolically, and
aesthetically, and how video game architecture provides a framework for understanding digital ways of creating texts. Aroni looks penetratingly at the points of contact between digital and realworld architecture and art, utilizing both semiotic concepts and the theory of anticipatory play. Aroni shows that the virtual world is both a representation of the real world and an interpretation of its possibilities, extending it considerably through virtual architecture.' Marcel Danesi, University of Toronto, Canada Aroni's writing is equally informed on architecture and video games and frequently connects the two in revealing ways. The book shows how virtual architecture is not just a setting for gameplay, but that its influence on level design communicates stories and engages the player.’ Grant Tavinor, Lincoln University, New Zealand Series Editor: Paul Bouissac |
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author | Aroni, Gabriele 1985- |
author_GND | (DE-588)1104723174 |
author_facet | Aroni, Gabriele 1985- |
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author_sort | Aroni, Gabriele 1985- |
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bvnumber | BV049636213 |
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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)1437855619 (DE-599)BVBBV049636213 |
discipline | Allgemeines |
edition | Paperback edition |
format | Book |
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id | DE-604.BV049636213 |
illustrated | Illustrated |
index_date | 2024-07-03T23:38:59Z |
indexdate | 2025-02-19T17:48:14Z |
institution | BVB |
isbn | 9781350341722 |
language | English |
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physical | xi, 179 Seiten Illustrationen |
publishDate | 2024 |
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publisher | Bloomsbury Academic |
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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 Paperback edition London ; New York ; Oxford ; New Delhi ; Sydney Bloomsbury Academic 2024 xi, 179 Seiten Illustrationen txt rdacontent n rdamedia nc 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 Erscheint auch als Online-Ausgabe, PDF 978-1-350-15232-8 Erscheint auch als Online-Ausgabe 978-1-350-15233-5 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034979935&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034979935&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
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 | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034979935&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034979935&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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