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A Theoretical Study Of Composition Of Video Game Virtual Spaces

Posted on:2016-03-22Degree:MasterType:Thesis
Country:ChinaCandidate:J T LiFull Text:PDF
GTID:2308330503456523Subject:Architecture
Abstract/Summary:PDF Full Text Request
Ever since video games came into being in 1962, the notion of “space” has been central to the evolution of video game forms, as well as being a significant driving force in the development and prosperity of the video game industry. Not only are video game virtual spaces where the gaming activities take place, but also they are essential means by which the player touches the texture of the game, immerses him/herself into the fictional world and get involved into the virtual society. Yet to date we observe a lack of comprehensive theoretical study concerning the construction of video game spaces. After reviewing opinions on the space phenomena in video games from perspectives of architectural theories, humanistic informatics, literary theories, sociology, film studies and interactive media studies, etc., this writing proposes a framework for the construction of video game virtual space consisting of three subspaces: scenic space, fictional space and social space, which correspond respectively to the texturized, narratological and extensible parts of the space. With the help of numerous instances of published video game, this writing tries to conduct an analytical and systematic research on each subspace and the elements that constitute them.
Keywords/Search Tags:video game, virtual scene, fiction, social space
PDF Full Text Request
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