Mazes in Videogames

This book PDF is perfect for those who love Games & Activities genre, written by Alison Gazzard and published by McFarland which was released on 17 April 2013 with total hardcover pages 191. You could read this book directly on your devices with pdf, epub and kindle format, check detail and related Mazes in Videogames books below.

Mazes in Videogames
Author : Alison Gazzard
File Size : 54,6 Mb
Publisher : McFarland
Language : English
Release Date : 17 April 2013
ISBN : 9780786467945
Pages : 191 pages
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Mazes in Videogames by Alison Gazzard Book PDF Summary

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

Mazes in Videogames

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze

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Mazes in Videogames

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze

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Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience.

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