The Visual Construction of Narrative Space in Video Games

  • Altuğ Is̨ığan
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8230)

Abstract

The video game Perspective (Borgen et al./DigiPen, 2012) poses a challenge onto current classifications of game spaces in the field of game studies, and onto established conventions of dimensionality in the game industry. Based on the challenge posed by this game, this paper explores whether spatial properties of game worlds are intrinsic to them and simply reflected via their representations, or whether their spatial properties are essentially arbitrary and must be produced and held up via spatial discourse. In the light of its findings, the paper questions whether it makes still sense to maintain a categorical distinction between 2D and 3D games.

Keywords

Visual Construction Narrative Space Game Spatiality 2D Games 3D Games 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Borgen et al.: Perspective (Computer Game). DigiPen Corp., Seattle (2012)Google Scholar
  2. 2.
    Aarseth, E.: Allegories of Space: Spatiality in Computer Games. Zeitschrift für Semiotik 23(3-4), 301–318 (2001)Google Scholar
  3. 3.
    Aarseth, E., Smedstad, S.M., Sunnana, L.: A Multi-Dimensional Typology of Games. In: Copier, M., Raessens, J. (eds.) Level Up Digital Games Research Conference, pp. 48–53. Universiteit Utrecht Press, Utrecht (2003)Google Scholar
  4. 4.
    Elverdam, C., Aarseth, E.: Game Classification and Game Design: Construction Through Critical Analysis. Games and Culture 2(1), 3–22 (2007)CrossRefGoogle Scholar
  5. 5.
    Ryan, M.-L.: Beyond Myth and Metaphor – The Case of Narrative in Digital Media. Game Studies 1(1) (2001)Google Scholar
  6. 6.
    Pac Man (Computer Game). Atari Inc., New York (1981)Google Scholar
  7. 7.
    De Mul, J.: The Game of Life: Narrative and Ludic Identity Formation in Computer Games. In: Raessens, J., Goldstein, J. (eds.) Handbook of Computer Game Studies, pp. 251–266. MIT Press, Cambridge (2005)Google Scholar
  8. 8.
    Pong (Computer Game). Atari Inc., New York (1972)Google Scholar
  9. 9.
    Space Invaders (Computer Game), Taito, Tokio (1978)Google Scholar
  10. 10.
    Centipede (Computer Game), Atari Inc., New York (1981)Google Scholar
  11. 11.
    Zettl, H.: Sight Sound Motion: Applied Media Aesthetics. Wadsworth Publishing Company, Belmont (1990)Google Scholar
  12. 12.
    Home Run (Computer Game), Atari Inc., New York (1978)Google Scholar
  13. 13.
    Fernandez-Vara, C., Mateas, M., Zagal, J.: Evolution of Spatial Configurations in Gameplay. In: Proceedings of 2005 DIGRA Conference (2005)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Altuğ Is̨ığan
    • 1
  1. 1.Faculty of Fine Arts, Department of Film and TelevisionIzmir UniversityIzmirTurkey

Personalised recommendations