Please use this identifier to cite or link to this item:
|Title:||Space and place as expressive categories in videogames|
|Keywords:||Games studies;Aesthetics;Phenomenology;Space syntax;Interpretation|
|Publisher:||Brunel University School of Arts PhD Theses|
|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.|
|Description:||This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.|
|Appears in Collections:||Dept of Arts and Humanities Theses|
Items in BURA are protected by copyright, with all rights reserved, unless otherwise indicated.