Use this URL to cite or link to this record in EThOS: | https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.553651 |
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Title: | Space and place as expressive categories in videogames | ||||||
Author: | Martin, Paul |
ISNI:
0000 0004 2721 1377
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Awarding Body: | Brunel University | ||||||
Current Institution: | Brunel University | ||||||
Date of Award: | 2011 | ||||||
Availability of Full Text: |
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Abstract: | |||||||
This thesis sets out to explore some of the ways in which videogames use space as a means of expression. This expression takes place in two registers: representation and embodiment. Representation is understood as a form of expression in which messages and ideas are communicated. Embodiment is understood as a form of expression in which the player is encouraged to take up a particular position in relation to the game. This distinction between representation and embodiment is useful analytically but the thesis attempts to synthesise these modes in order to account for the experience of playing videogames, where representation and embodiment are constantly happening and constantly influencing and shaping each other. Several methods are developed to analyse games in a way that brings these two modes to the fore. The thesis attempts to arrive at a number of spatial aesthetics of videogames by adapting methods from game studies, literary criticism, phenomenology, onomastics (the study of names), cartographic theory, choreography and architectural and urban formation analysis.
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Supervisor: | Krzywinska, T. ; King, G. | Sponsor: | Not available | ||||
Qualification Name: | Thesis (Ph.D.) | Qualification Level: | Doctoral | ||||
EThOS ID: | uk.bl.ethos.553651 | DOI: | Not available | ||||
Keywords: | Games studies ; Aesthetics ; Phenomenology ; Space syntax ; Interpretation | ||||||
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