Phantasmal Spaces: Archetypical Venues in Computer Games

Author:   Professor Mathias Fuchs (Leuphana University of Lüneburg, Germany)
Publisher:   Bloomsbury Publishing Plc
ISBN:  

9781501332920


Pages:   176
Publication Date:   13 June 2019
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
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Phantasmal Spaces: Archetypical Venues in Computer Games


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Overview

Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

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Author:   Professor Mathias Fuchs (Leuphana University of Lüneburg, Germany)
Publisher:   Bloomsbury Publishing Plc
Imprint:   Bloomsbury Academic USA
Weight:   0.408kg
ISBN:  

9781501332920


ISBN 10:   1501332929
Pages:   176
Publication Date:   13 June 2019
Audience:   College/higher education ,  Professional and scholarly ,  Postgraduate, Research & Scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Phantasmal Spaces: Introduction 1. The Road Road Movies, Photography, Edward Hopper’s Roads Driving Games and Driving Game Interfaces Psychology of Driving Transmedia Road Phantasms 2. The Ruin Painting Decay Digital Dust Sigmund Freud’s Death Drive and the Opponents Thereof S.T.A.L.K.E.R. and Tarkovsky’s Wastelands 3. The Cave Cave Men Unreal Tournament Design Philosophy, Boolean Subtractions Frightened to Death C-movies 4. The Cloud The Beauty of Clouds and Industrial Steam Cloud Rendering Head in the Clouds: Daydreaming Transmedia Cloud Formations 5. The Cliff Running and Falling Physics Engines Psychology of Risk Taking Leaping from One Medium to Another 6. The Forest Nibelungen Forests Tree-Generators The Uncanny Tale of Tale of Tales 7. The Portal Doors, Gateways, Passages Warp Zones Rites of Passage Doors in Transmedia Spacetelling 8. The Island You are Alone! Chiselling Mountains – Fetching Pretty Sunrises Really Alone!!! Robinson Crusoe Atmospheric Places: Conclusion References Ludography Index

Reviews

Mathias Fuchs ventures into a fascinating range of art-historical, literary, film and philosophical references to analyse the function of archetypal experiences of various spatial environments commonly found in computer games. * Burlington Contemporary * A major new work in game aesthetics: Fuchs neatly sidesteps the stale isolationist dogma of game studies by treating videogames as entwined within the same cultural and psychological forces as other artworks. And about time too! * Chris Bateman, game designer and author of Imaginary Games (2011) * Mathias Fuchs's new approach to the analysis of computer games makes us aware of how much of the spaces occupied by players are in fact dreamscapes, places of phantasmal qualities. The book aims way beyond the 'spatial turn' in game studies and approaches spaces as lived-in phantasms. Full of insights and surprising observations, Phantasmal Spaces is a complex yet widely accessible contribution to the study of our own imagination in times of digital media. * Markus Rautzenberg, Professor of Philosophy, Folkwang University of the Arts, Germany *


A major new work in game aesthetics: Fuchs neatly sidesteps the stale isolationist dogma of game studies by treating videogames as entwined within the same cultural and psychological forces as other artworks. And about time too! * Chris Bateman, game designer and philosopher *


Author Information

Mathias Fuchs is Professor at the Institute of Culture and Aesthetics of Digital Media at Leuphana University of Lüneburg, Germany. An artist as well as media scholar, Fuchs pioneered the artistic use of computer games and has exhibited work at ISEA, SIGGRAPH and the Millennium Dome. He is the editor of Diversity of Play (2015) and co-editor of Rethinking Gamification (2014).

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