Theorizing navigable space in video games

  • Space is understood best through movement, and complex spaces require not only movement but navigation. The theorization of navigable space requires a conceptual representation of space which is adaptable to the great malleability of video game spaces, a malleability which allows for designs which combine spaces with differing dimensionality and even involve non-Euclidean configurations with contingent connectivity. This essay attempts to describe the structural elements of video game space and to define them in such a way so as to make them applicable to all video game spaces, including potential ones still undiscovered, and to provide analytical tools for their comparison and examination. Along with the consideration of space, there will be a brief discussion of navigational logic, which arises from detectable regularities in a spatial structure that allow players to understand and form expectations regarding a game’s spaces.

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Metadaten
Author details:Mark J. P. Wolf
URN:urn:nbn:de:kobv:517-opus-49809
ISSN:1867-6219
ISSN:1867-6227
Title of parent work (German):DIGAREC Series
Publication type:Article
Language:English
Publication year:2011
Publishing institution:Universität Potsdam
Release date:2011/05/18
Issue:6
First page:18
Last Page:49
Source:Digarec Series, 06 (2011), S. 018 - 049
RVK - Regensburg classification:AP 15963
RVK - Regensburg classification:SU 500
Organizational units:Philosophische Fakultät / Institut für Künste und Medien
DDC classification:7 Künste und Unterhaltung / 79 Sport, Spiele, Unterhaltung / 793 Spiele und Freizeitaktivitäten für drinnen
Collection(s):Universität Potsdam / Schriftenreihen / DIGAREC Series, ISSN 1867-6227 / DIGAREC Series (2011) 06
License (German):License LogoKeine öffentliche Lizenz: Urheberrechtsschutz
External remark:
See video recording of this DIGAREC Keynote-Lecture on:
Multimediaserver of the Potsdam University Library
[urn:nbn:de:kobv:517-mms-73-211-0]
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