Video games are among the most popular media on the planet, and
billions of people inhabit these virtual worlds on a daily basis.
This book investigates the architecture of video games, the
buildings, roads and cities in which gamers play out their roles.
Examining both the aesthetic aspects and symbolic roles of video
game architecture as they relate to gameplay, Gabriele Aroni
tackles a number of questions, including: - How digital
architecture relates to real architecture - Where the inspiration
for digital gaming architecture comes from, and how it moves into
new directions - How the design of virtual architecture influences
gameplay and storytelling. Looking at how architecture in video
games communicates and interacts with players, this book combines
semiotics and architecture theory to display how architecture is
used in a variety of situations, with different aims and results.
Using case studies from NaissanceE, Assassin’s Creed II and Final
Fantasy XV, The Semiotics of Architecture in Video Games discusses
the techniques used to create successful virtual spaces and
proposes a framework to analyse video game architecture, ultimately
explaining how to employ architectural solutions in video games in
a systematic and effective way.
General
Imprint: |
Bloomsbury Academic
|
Country of origin: |
United Kingdom |
Series: |
Bloomsbury Advances in Semiotics |
Release date: |
March 2024 |
Authors: |
Gabriele Aroni
|
Dimensions: |
234 x 156mm (L x W) |
Pages: |
192 |
ISBN-13: |
978-1-350-34172-2 |
Categories: |
Books
|
LSN: |
1-350-34172-X |
Barcode: |
9781350341722 |
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