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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, 11:32)   
Resource type: Web Article
BibTeX citation key: Taylor2003
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Categories: General
Keywords: Space
Creators: Taylor
Collection: Game Studies
Views: 13/764
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
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
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
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
Keywords:   First Person Shooters Space
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