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Taylor, L. N. (2002). Video games: Perspective, point-of-view, and immersion. Unpublished thesis master's, University of Florida.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 04/11/2006, 11:01
"... as much of the 20th century phenomenology of vision has demonstrated, geometrically accurate space is not equivalent to lived, representational space. A phenomenological awareness of the space must exist ... constructed from the combination of the geometric construction of space, the narrative of the game space, and the character through which the player interacts within the space."
Taylor, L. N. (2003). When seams fall apart: Video game space and the player. Game Studies, 3(2). Retrieved March 15, 2006, from http://gamestudies.org/0302/taylor/    
Added by: Mark Grimshaw-Aagaard 15/03/2006, 10:32
"...video game spaces are more than simply the sum of their code ― they are experiential spaces generated through code and the physics of the game engine"  
"The very attempt to bring a player into the game space through the screen by means of a first-person point-of-view is, ironically, inconsistent because the first-person point-of-view assumes that the player herself can be caught into the structure of the game and can then be incorporated into the game space. In this way first-person perspective assumes that by enveloping the player as the player into the game space, the player becomes part of the structure of the game space"  
"first-person games posit that the player can assume the perceptions of the player-character and then merge with the player-character through the limited perceptual apparatus afforded by first-person games"  
"This is how most first-person point-of-view games operate, by allowing the player to function on the space, but not within the space"
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