Beschreibung
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.) – 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 Kücklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others. Friedrich von Borries (b. 1974) is an architect. He has taught at the College of Fine Arts in Nürnberg and elsewhere. Matthias Böttger (b. 1974) is an architect. He is codirector with Friedrich von Borries of space tactics, Agency for Spatial Enlightenment and Intervention in Berlin. Steffen P. Walz (b. 1973) works at the ETH Zürich in the Department of Computer Aided Architectural Design. At the School of Art and Design Zurich Walz is cofounder of the BA program in Game Design.
Autorenportrait
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Inhalt
Introduction.- The Architecture of Computer Games. A Brief Space Time History of Interactive Entertainment.- Ubiquitous Games. Computerizing Dwellings, Cities, and Landscapes for Play Experiences.- Serious Fun. Utilizing Computer Games for Architectural and Urban Planning.