This paper intends to explore narrative in video games and the way it influences games space formation, tracing parallels with architecture as a narration of space with the aim to understand the way interactive space in video games can contribute in conceptualizing complex and stimulant space in architecture. Research will be based first on exploring through literature review the narrative concept starting from traditional art and media considering the godfather of narratology, Aristoteles and then understanding the particular narration in ludology related to space experience and interaction through various authors such as Ernest Adams (1999), Henry Jenkins (2002), Lindney (2005), Spierling (2005). Moreover, narration as a concept of space formation with be explored in architecture starting from Le Corbusier promenade architectural, understanding the linear experience of urban space of G. Cullen (1971) through the concept of ‘spatial sequences’, to a more open exploration of the city as theorized by K. Lynch (1960) up to a more interactive relationship between building and user as explored by Ch. Alexander and Bernard Tchumi. This constant interaction and correlation between the formal construction of spaces and the complex activities and events that take place within them is very similar to the formation of the game space. Finally, this paper intends to explore elements of space narration in video games that can be relevant for architecture and urban design.

Foreseeing uncertainty. Design and non-normativity. TDW 2019 International Scientific conference from 17th to 29the September 2019/ Polis University. Abstracts book.

Papa D
Secondo
2019

Abstract

This paper intends to explore narrative in video games and the way it influences games space formation, tracing parallels with architecture as a narration of space with the aim to understand the way interactive space in video games can contribute in conceptualizing complex and stimulant space in architecture. Research will be based first on exploring through literature review the narrative concept starting from traditional art and media considering the godfather of narratology, Aristoteles and then understanding the particular narration in ludology related to space experience and interaction through various authors such as Ernest Adams (1999), Henry Jenkins (2002), Lindney (2005), Spierling (2005). Moreover, narration as a concept of space formation with be explored in architecture starting from Le Corbusier promenade architectural, understanding the linear experience of urban space of G. Cullen (1971) through the concept of ‘spatial sequences’, to a more open exploration of the city as theorized by K. Lynch (1960) up to a more interactive relationship between building and user as explored by Ch. Alexander and Bernard Tchumi. This constant interaction and correlation between the formal construction of spaces and the complex activities and events that take place within them is very similar to the formation of the game space. Finally, this paper intends to explore elements of space narration in video games that can be relevant for architecture and urban design.
2019
9789928445964
video games, architecture, narration, virtual reality , interactivity, design tool
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11392/2563490
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