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dc.contributor.authorBonner, Marc
dc.date.accessioned2025-03-08T01:30:05Z
dc.date.available2025-03-08T01:30:05Z
dc.date.issued2023
dc.date.submitted2023-06-21T13:07:32Z
dc.identifierhttps://library.oapen.org/handle/20.500.12657/63649
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/174353
dc.description.abstractWhat role do algorithms play in the construction of images and the representation of the world and weather in computer games? How does the design of rooms, levels and topographies influence the decisions and behavior of the players? Is Brutalism the first genuine architectural style of computer games? What is the importance of landscape gardens and national parks in structuring game worlds? How is nature represented in times of climate change? Particularly in the last 20 years, digital game worlds are adapting features of the physical real world more meticulously than ever before. Through elaborate production processes and complex visualization strategies, the adaptation to the rest of our everyday world is always created in dependence on game mechanics and worldliness. As can be seen at the latest in the example of open-world games, the adoption of certain worldviews and visual traditions leads to ideological implications that go far beyond the narrative conventions transferred from other media formats that have been the focus of research so far. With his theory of architecture as a medial hinge, Marc Bonner reveals that digital game worlds exhibit media-specific properties that were previously out of reach and awaited exploration. By interweaving concepts from media studies, game studies, philosophy, architectural theory, human geography, landscape theory, and art history, among others, Bonner develops a transdisciplinary theoretical model and, using the analytical methods developed from it, makes it possible for the first time to understand and name the complex structure of today's computer games - from indie games to AAA open worlds. With »Offene-Welt-Strukturen« (»Open World Structures«) the architectonics of digital game worlds becomes comprehensively accessible.
dc.languageGerman
dc.rightsopen access
dc.subject.otherMedia Studies; Game Studies; Game Art; Production Studies; Game Design; Game Architecture; Open World; World-Building
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds
dc.subject.otherthema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming
dc.subject.otherthema EDItEUR::A The Arts::AM Architecture::AMA Theory of architecture
dc.subject.otherthema EDItEUR::A The Arts::AM Architecture::AMV Landscape architecture and design
dc.subject.otherthema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGA History of art
dc.titleOffene-Welt-Strukturen
dc.title.alternativeArchitektur, Stadt- und Naturlandschaft im Computerspiel
dc.typebook
oapen.identifier.doi10.14631/978-3-96317-873-3
oapen.relation.isPublishedBy2057a33c-abe5-474a-b271-9acaf528f719
oapen.relation.isFundedBy631ac483-8bae-460f-9987-c3f4e4b98bb5
oapen.relation.isFundedBy28a93eed-7829-4fa0-8ce6-6f5cd70e0c09
oapen.relation.isbn9783963173219
oapen.pages820
oapen.grant.numberBO 4972/1-2
dc.relationisFundedBy631ac483-8bae-460f-9987-c3f4e4b98bb5


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