Space Time Play: Computer Games, Architecture and Urbanism: The Next Level

Space Time Play: Computer Games, Architecture and Urbanism: The Next Level

Steffen P. Walz, Matthias Bottger

Language: English

Pages: 495

ISBN: 2:00318834

Format: PDF / Kindle (mobi) / ePub

Space Time Play: Computer Games, Architecture and Urbanism: The Next Level

Steffen P. Walz, Matthias Bottger

Language: English

Pages: 495

ISBN: 2:00318834

Format: PDF / Kindle (mobi) / ePub


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.) a 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 Kucklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others."

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URBAN LIFE How SimCity Influences Planning Culture Daniel G. Lobo NEW PUBLIC SPHERE The Return of the Salon and the End of Mass Media Peter Ludlow 6 Level 3 218 230 233 238 248 251 266 276 290 304 312 Level 4 328 332 335 340 351 352 354 358 372 376 380 384 NEW BABYLON RELOADED Learning from the Ludic City Lukas Feireiss PLAY AS CREATIVE MISUSE Barcode Battler and the Charm of the Real Claus Pias UBIQUITOUS GAMING A Vision for the Future of Enchanted Spaces Jane McGonigal

the terrain is generated, and the player gets a general view of the playfield. The player can then accept to play in that terrain or ask the computer to generate a different one; if the player has its code number, she can also choose to play in a specific terrain. Once the game starts, the point of view zooms into the playfield, which can be explored by dragging the mouse to survey the whole area. The worms can crawl and jump slowly from their original positions within the limited time of the turn,

elements <1 of most controllers are the digital switch (which may have two positions: on or off) In this text, I use the term “avatar” for a game’s main object, vehicle or hero, which is always moved via the controller. and the analog potentiometer. The switch is the prototype of all digital elements of a controller, most notably “fire buttons,” but also “choice devices” (Foley et al. 1995, p. 352) like Start and Select buttons. The modern joypad’s steering cross (“d-pad”) uses four or

this experimental project would not have materialized; we thank Nora Kempkens for a smooth work flow. In addition to the many whom we unfortunately cannot name here, we also thank Ulrich Brinkmann and Katrin Schöbel for their encouragement, guidance and counsel. This book has been sponsored by: ETH Zurich, Institute of Building Technology, Chair for Computer Aided Architectural Design, Switzerland. Zurich University of the Arts (ZHdK), Switzerland. ZHdK, Department of Design, Interaction Design &

involves interacting with the townspeople in a standard ground-level view). Hence, macro and micro perspectives are 190 SPACE TIME PLAY www.dark-chronicle.com rendered equally important. This creates a spatial context within the game for engaging with both the personal and the social and experiencing how the two are inextricably entangled. The contemporaneity of urbanized space is presented in the game as a complex interweaving of historical and present-day social relations. These relations

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