Chapter
Open Access
Videogame Wastelands as (Non-)Places and ‘Any-Space-Whatevers’
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Souvik Mukherjee
Chapters in this book
- Frontmatter 1
- Content 5
- Introduction 7
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I. Spaces
- What Do They Represent? 13
- Playing with Sight 41
- From Background to Protagonist 61
- The Art of Being There 75
- Space and Narrative in Computer Games 103
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II. Places
- Ludoforming 127
- There’s No Place Like Home 141
- Videogame Wastelands as (Non-)Places and ‘Any-Space-Whatevers’ 167
- The Game and ‘The Stack’ 185
- No End of Worlds 201
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III. Territories
- Itineraria Picta 215
- Distance and Fear 231
- The Rhetoric of Game Space 245
- Morphology and Meaning in ‘Castle Wolfenstein 3D’ 271
- Combinatorial Explorations 295
- Authors 311
Chapters in this book
- Frontmatter 1
- Content 5
- Introduction 7
-
I. Spaces
- What Do They Represent? 13
- Playing with Sight 41
- From Background to Protagonist 61
- The Art of Being There 75
- Space and Narrative in Computer Games 103
-
II. Places
- Ludoforming 127
- There’s No Place Like Home 141
- Videogame Wastelands as (Non-)Places and ‘Any-Space-Whatevers’ 167
- The Game and ‘The Stack’ 185
- No End of Worlds 201
-
III. Territories
- Itineraria Picta 215
- Distance and Fear 231
- The Rhetoric of Game Space 245
- Morphology and Meaning in ‘Castle Wolfenstein 3D’ 271
- Combinatorial Explorations 295
- Authors 311