66484 videogames

Ordinary extraordinary gamespaces videogames as transient spaces of everyday life

Ordinary extraordinary gamespaces videogames as transient spaces of everyday life
... the understanding of gamespaces as part of the everyday life and which develops from the aforementioned phenomenological idea of “places”, I will present Doreen Massey’s critique of phenomenology, ... experience of everyday life games such as Wolfenstein 3D (idSoftware 1992), Call Of Duty (Infinity Ward 2003), Company of Heroes (Relic Entertainment 2006) Zombies can be found in games such as Resident ... between various different gamespaces over this span of time She has traveled through a series of spaces which are finite yet never-ending A ubiquitous multiplicity of spaces a la carte is available...
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