CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Exploring terra incognita: wayfinding devices for games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
The changing dynamic of social interaction in World of Warcraft: the impacts of game feature change
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Toward a ludic architecture: the space of play and games
Toward a ludic architecture: the space of play and games
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Taking as its starting point the notion that architecture provides a way of analysing computer games and their spatiality, this paper compares two very different ways of producing architecture and space in World of Warcraft and Lord of the Rings: Battle for Middle Earth 2. Looking at the production of architecture within the two games as an object or as a spatial entity, as experiential or symbolic, this paper links videogame architecture, landscape, gameplay and the player.