Video Game Spaces: Image, Play, and Structure in 3D Worlds
Language: English
Published by The MIT Press, 2008
- Hardcover
- Used




Seller: Muse Books, Caernarfon, United KingdomMuse Books
AbeBooks seller since August 26, 2026
Condition: Used - Very good
US$ 26.37
Quantity: 1 available
Add to basketItem description from seller
A clean, tight copy. Dust jacket has small tear to top front edge, otherwise clean and sound. Interior pages are clean and flat, some penciled notes in margins and some paragraphs marked with small pen dot.
Seller Inventory # ABE-1793531618006
- Title
- Video Game Spaces: Image, Play, and Structure in 3D Worlds
- Author
- Nitsche, Michael
- Publisher
- The MIT Press
- Publication year
- 2008
- Condition
- Very good
- Dust jacket
- Good
- Binding
- Hardcover
- Language
- English
- ISBN 10
- 0262141019
- ISBN 13
- 9780262141017
- Item weight
- 573 grams
- Dimensions
- 6.26 inches width by 9.25 inches height by 0.87 inches depth
- Seller catalogs
- Film and Media
The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality.
Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
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Muse Books
Caernarfon, United Kingdom
AbeBooks seller since August 26, 2026
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A bookseller's son and lifelong collector, I am now selling of my collection to make room for new acquisitions. All images are of my own books (no stock images used). I was taught to pack my items securely and to post promptly. I have a broad range of interests, but specialize in books on the book trade, including memoirs, histories, critical studies, and fiction.
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Muse Books
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