Phantasmal Spaces: Archetypical Venues in Computer Games

  • Mathias Fuchs

Research output: Books and anthologiesMonographsResearchpeer-review

Abstract

Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.

In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.
Original languageEnglish
Place of PublicationNew York
PublisherBloomsbury Academic
Number of pages136
ISBN (Print)978-1-5013-3292-0
ISBN (Electronic)978-1-5013-3294-4, 978-1-5013-3293-7, 978-1-5013-3295-1
DOIs
Publication statusPublished - 2019

Research areas and keywords

  • Media and communication studies

Fingerprint

Dive into the research topics of 'Phantasmal Spaces: Archetypical Venues in Computer Games'. Together they form a unique fingerprint.

Cite this