- Home
- ACADEMIC
- Film & Media
- Game Studies
- Phantasmal Spaces
Phantasmal Spaces
Archetypical Venues in Computer Games
Phantasmal Spaces
Archetypical Venues in Computer Games
You must sign in to add this item to your wishlist. Please sign in or create an account
Description
Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference.
In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.
Table of Contents
1. The Road
Road Movies, Photography, Edward Hopper's Roads
Driving Games and Driving Game Interfaces
Psychology of Driving
Transmedia Road Phantasms
2. The Ruin
Painting Decay
Digital Dust
Sigmund Freud's Death Drive and the Opponents Thereof
S.T.A.L.K.E.R. and Tarkovsky's Wastelands
3. The Cave
Cave Men
Unreal Tournament Design Philosophy, Boolean Subtractions
Frightened to Death
C-movies
4. The Cloud
The Beauty of Clouds and Industrial Steam
Cloud Rendering
Head in the Clouds: Daydreaming
Transmedia Cloud Formations
5. The Cliff
Running and Falling
Physics Engines
Psychology of Risk Taking
Leaping from One Medium to Another
6. The Forest
Nibelungen Forests
Tree-Generators
The Uncanny
Tale of Tale of Tales
7. The Portal
Doors, Gateways, Passages
Warp Zones
Rites of Passage
Doors in Transmedia Spacetelling
8. The Island
You are Alone!
Chiselling Mountains – Fetching Pretty Sunrises
Really Alone!!!
Robinson Crusoe
Atmospheric Places: Conclusion
References
Ludography
Index
Product details
| Published | 13 Jun 2019 |
|---|---|
| Format | Ebook (Epub & Mobi) |
| Edition | 1st |
| Extent | 176 |
| ISBN | 9781501332937 |
| Imprint | Bloomsbury Academic |
| Illustrations | 17 bw illus, 2 tables |
| Publisher | Bloomsbury Publishing |
About the contributors
Reviews
-
Mathias Fuchs ventures into a fascinating range of art-historical, literary, film and philosophical references to analyse the function of archetypal experiences of various spatial environments commonly found in computer games.
Burlington Contemporary
-
A major new work in game aesthetics: Fuchs neatly sidesteps the stale isolationist dogma of game studies by treating videogames as entwined within the same cultural and psychological forces as other artworks. And about time too!
Chris Bateman, game designer and author of Imaginary Games (2011)
-
Mathias Fuchs's new approach to the analysis of computer games makes us aware of how much of the spaces occupied by players are in fact dreamscapes, places of phantasmal qualities. The book aims way beyond the 'spatial turn' in game studies and approaches spaces as lived-in phantasms. Full of insights and surprising observations, Phantasmal Spaces is a complex yet widely accessible contribution to the study of our own imagination in times of digital media.
Markus Rautzenberg, Professor of Philosophy, Folkwang University of the Arts, Germany
ONLINE RESOURCES
Bloomsbury Collections
This book is available on Bloomsbury Collections where your library has access.

























