Sound Research WIKINDX |
![]() |
Resource type: Proceedings Article BibTeX citation key: FernandezVara2005 Email resource to friend View all bibliographic details |
Categories: Game Design Keywords: Electronic space, Gameplay, Visual Space Creators: Fernández-Vara, Mateas, Zagal Publisher: DiGRA (Toronto) Collection: Changing Views -- Worlds in Play |
Views: 25/1294
|
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 |