Posts Tagged ‘space’

What is a game world? Doors, keys and… good legs

The semiotics of Video Games

by Dario Compagno, Ph.D. in Semiotics at the University of Siena, Italy

This is the introduction of an annex discussion to the Semiotics of Video Games exhibition. It was lead by Dario Compagno on facebook in October 2010. Please visit the discussion page to see the reactions, and don’t hesitate to post yours.

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Question Blocks: How to make two worlds collide?

The semiotics of Video Games

by Gabriele Ferri, PhD student in Semiotics at the University of Bologna, Italy

This is the introduction of an annex discussion to the Semiotics of Video Games exhibition. It was lead by Gabriele Ferri on facebook in September 2010. Please visit the discussion page to see the reactions, and don’t hesitate to post yours.

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Philosophy of Video Games

The semiotics of Video Games

References:

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Welcome to My Place: Philosophical Paper on the Appropriation of Space

heterotopia-disney-world

In this paper, I will analyse some of the videos that were made at the occasion of the Welcome to My Place project, a collective video resource that started in February 2010 and where people can share the places that matter to them. In view of the videos and after some researches, I would like to propose a slightly different approach to the concept of non-place introduced by Marc Augé, and to the way places are appropriated. This paper is also intended to provide a short introduction to the philosophical notion of place and its main themes.

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Welcome to Hong Kong: Study on Verticality

heterotopia-disney-world

Here is a series of three artistic videos around the theme of verticality. I made them while I was in Hong Kong in May 2010 to complement the Welcome to My Place video collection and my researches on the philosophical concept of place. While I visited many cities in my life, Hong Kong is a particularly striking vertical experience, because of its density and uncompromising modernisation.

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Quotations from “Video Game Spaces” by Michael Nitsche

The semiotics of Video Games

  • Five conceptual planes for the analysis of game spaces:
    • Rule-based (algorithm, hardware)
    • Mediated (what appears on the screen)
    • Fictional (what is in the head of the player)
    • Play (where the player is)
    • Social (other players).
  • On narratives:
    • “A fundamental function of narrative is that of providing a way of comprehending space, time, and causality”.
    • “Narrative can be thought as systems of verbal or visual cues prompting their readers to spatialize storyworlds into evolving configurations of participants, objects and places”.

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