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Fernández-Vara, C., Zagal, J. P., & Mateas, M. 2005, June 16–20, Evolution of spatial configurations in videogames. Paper presented at Changing Views -- Worlds in Play, Toronto. 
Added by: Mark Grimshaw-Aagaard (8/5/05, 10:48 AM)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Proceedings Article
BibTeX citation key: FernandezVara2005
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Categories: Game Design
Keywords: Electronic space, Gameplay, Visual Space
Creators: Fernández-Vara, Mateas, Zagal
Publisher: DiGRA (Toronto)
Collection: Changing Views -- Worlds in Play
Views: 11/1011
Abstract
This paper deals with the basic spatial configurations in videogames from early games until today, focusing on how they position the player with respect to the playfield, and how they affect gameplay. The basic spatial configurations are defined by a few basic features (cardinality of gameplay, cardinality of gameworld and representation) which combined can account for most videogame spaces.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes
Discusses 'cardinality' of gameplay and gameword (where cardinality increases as more X, Y and Z axes are used) in an attempt to define space in videogames. Gameplay and Gameworld cardinalities may be the same or different for any particular game.
Added by: Mark Grimshaw-Aagaard