Mazes in Videogames: Meaning, Metaphor and Design

Author:   Alison Gazzard
Publisher:   McFarland & Co Inc
ISBN:  

9780786467945


Pages:   192
Publication Date:   01 May 2013
Recommended Age:   From 18 years
Format:   Paperback
Availability:   Available To Order   Availability explained
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Mazes in Videogames: Meaning, Metaphor and Design


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Overview

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

Full Product Details

Author:   Alison Gazzard
Publisher:   McFarland & Co Inc
Imprint:   McFarland & Co Inc
Dimensions:   Width: 15.20cm , Height: 1.00cm , Length: 22.90cm
Weight:   0.263kg
ISBN:  

9780786467945


ISBN 10:   0786467940
Pages:   192
Publication Date:   01 May 2013
Recommended Age:   From 18 years
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Available To Order   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

Table of Contents

Table of Contents Preface  1 Introduction  5 Part I: Creating the Path 1. Routes, Paths and the Maze  19 2. Unfolding the Maze  45 3. Mapping the Maze  71 Part II: Playing the Path 4. Ritual and Reward  95 5. Fictional Devices and Breaking the Path  125 6. Paths, Players, Places  149 Appendix: Mazes and Locations  163 Chapter Notes  164 Bibliography  174 Index  181

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Author Information

Alison Gazzard is a senior lecturer in digital cultures and media in the School of Creative Arts at the University of Hertfordshire, United Kingdom.

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