From the text adventures of Zork, to the arcade game of Pac-Man, to
the corridors of Doom, and on to the city streets of Grand Theft
Auto IV, the maze has often been used as a space to trap and
confuse players in their navigation of gameworlds. However, the
maze as a construction on the landscape has a long history before
the invention of the videogame. By examining the change in the maze
from the landscapes of open spaces and closed gardens through to
the screen of the videogame, both mazes and labyrinths are
discussed in terms of historical reference, alongside the author's
personal experiences of walking and playing these structures. This
book shows how our cultural experiences of real world maze
landscapes may have changed, and how we negotiate videogame worlds
along the various paths and meanings they so often create for us.
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