• Corpus ID: 89606954

The Question of Spatiality in Computer Games

  title={The Question of Spatiality in Computer Games},
  author={Espen Aarseth},
In a brilliant and famous passage from his novel Neuromancer (1984), the science fiction writer William Gibson analyses the still (e)merging elements of computer culture, ironically describing the digitalization of games, graphics, warfare, work, education, global communication, cityscapes, and the cyborg integration of nerves and electronics, through the voice of a narrator in a children’s TV documentary: 
On the Liberation of Space in Computer Games
This article describes the evolution of space in computer games from self-contained spaces to more processual concepts. While in the early age of computer games the design of space primarily caused
The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored
In this article, we present a close analysis of the role that the steampunk industrial Victorian architecture in Dishonored (2012) has in constructing the player’s experience and knowledge of the
Structuring Gametime A Typology of the Temporal Constituents of Video Games
A typology of the formal aspects of the video game medium that determine and structure its temporality is introduced and those observed in my personal research are classified in three groups: change of state, space-time, and conditions.
Virtual Reality, Videogames, Architecture and Education - From utopian drawings to inconstructible navigable environments
It is argued that architecture and contemporary videogames engage with and share very similar concerns and aesthetic sensibilities and the potential of VR to develop designs and spatial configurations impossible to construct in physical reality but perfectly perceivable by the authors' sensory apparatus, uncovers a latent domain of spatial aesthetics.
To play in virtual worlds: stories, metaverse ecologies and dress-up games
This paper will bring together three terms originating from disciplines that at first glance may seem to be unrelated to artistic activity in Virtual Environments or Virtual Worlds: ‘Storyworld’
Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games.
In this article we examine location, space and spatial representation in two classic adventure games belonging to the same game series: Gabriel Knight Sins of the Fathers, a one screen at a time
The Semiosis of Architectural Identity in The Witcher 3
The representation of space in digital games is symbolic and rule-based rather than uniquely spatial, thus virtual space bears significance, be it for narratological reasons, or for more stringent
The matter of design in videogames
A definition that videogame matter is: meta, modular, indexical, and distributive is advanced, which supports an argument that the materiality of the videogame has a markedly different set of properties than the matter of the physical world.
Architectures of deviation: exploring the spatial protocols of contemporary videogames
This essay attempts to outline the ways in which contemporary videogames produce spatial experiences, and how architects might interrogate their unique media form. Framing videogames as both
Spatial Literacy: Reading (and Writing) Game Space
Conventions of Spatial Literacy Conventions in media serve as a kind of shorthand between creator and audience: In order to understand and enjoy novels, films, theaters, audiences must be able to


The Production of Space
‘The Production of Space’, in: Frans Jacobi, Imagine, Space Poetry, Copenhagen, 1996, unpaginated.
A theory of computer semiotics - semiotic approaches to construction and assessement of computer systems
  • P. Andersen
  • Computer Science
    Cambridge series in human-computer interaction
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A systematic development of the thesis that semiotics provides a useful methodological framework for studying systems that include both people and computers is developed.
Cyberspace: First Steps
These original contributions take up the philosophical basis for cybersspace in virtual realities, basic communications principles, ramifications of cyberspace for future workplaces, and more.
Cybertext: Perspectives on Ergodic Literature
Perspectivas e o que temos, quer se discuta o texto quer se discuta o cibertexto. Dizia Ricoeur que o texto como um todo singular se pode comparar a um objecto, visto de varios lados mas nunca de
Informasjonsteknologi, ansvar og jegets grenser
  • Morten Søby and Terje Rasmussen (eds.) Kulturens digitale felt. Oslo: Aventura,
  • 1993
” Aporia and Epiphany in Doom and The Speaking Clock : The Temporality of Ergodic Art , ” in
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Aporia and Epiphany in Doom and The Speaking Clock: The Temporality of Ergodic Art,” in Marie-Laure Ryan (ed.) Cyberspace Textuality: Computer Technology and Literary Theory
  • 1999
Life in the DataCloud: Scratching Your Eyes Back In
  • Mondo
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) ” Informasjonsteknologi , ansvar og jegets grenser ” in Morten Søby and Terje Rasmussen ( eds . ) Kulturens digitale felt
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Virtuell virkelighet og retorikk: En kritikk av virtualitetsbegrepet
  • Trondheim: Dept. of Social Anthropology,
  • 1994