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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)   
Resource type: Web Article
Published
BibTeX citation key: Taylor2003
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Categories: General
Keywords: Space
Creators: Taylor
Collection: Game Studies
Views: 4/1244
Notes
Sound is ignored.
Added by: Mark Grimshaw-Aagaard  
Quotes
p. 1  
"...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"
  Added by: Mark Grimshaw-Aagaard  (03/12/2004, 10:36)

Keywords:   Space
p. 7  
"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"
  Added by: Mark Grimshaw-Aagaard  (03/12/2004, 10:36)

Keywords:   First Person Shooters, Space
p. 8  
"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"
  Added by: Mark Grimshaw-Aagaard  (03/12/2004, 10:36)

Keywords:   First Person Shooters, Space
p. 8  
"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"
  Added by: Mark Grimshaw-Aagaard  (03/12/2004, 10:36)

Keywords:   First Person Shooters, Space
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