Space Time Play

Space Time Play

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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) Ac the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another? Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian KA¼cklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others.Correspondingly, the message of this board game is a hostility toward speculative activity. The rectangular playing field, whose sequence of squares allows continuous playing, was the first board game in modern history to have no goal pointanbsp;...

Title:Space Time Play
Author:Friedrich von Borries, Steffen P. Walz, Matthias Bottger, Drew Davidson, Heather Kelley, Julian Kücklich
Publisher:Springer Science & Business Media - 2007


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