SPACE TIME PLAY COMPUTER GAMES ARCHITECTURE ANDURBANISM: THE NEXT LEVEL Edited by Friedrich von Borries, Steffen P. Walz, Matthias Bottger In collaboration with Drew Davidson, Heather Kelley, Julian Kucklich Birkhauser Basel _ Boston _ Berlin Table of contents 6 Table of contents: Essays, Statements, Interviews 8 Table of contents: Game Reviews 9 Table of contents: Project Descriptions 10 Introduction Friedrich von Borries, Steffen P.Walz, Matthias Bottger Level 1 14 THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES A SHORT SPACE-TIME HISTORY OF INTERACTIVE ENTERTAINMENT Level 2 138 MAKE BELIEVE URBANISM THE LUDIC CONSTRUCTION OF THE DIGITAL METROPOLIS Level 3 216 UBIQUITOUS GAMES ENCHANTING PLACES, BUILDINGS, CITIES AND LANDSCAPES Level 4 320 SERIOUS FUN UTILIZING GAME ELEMENTS FOR ARCHITECTURAL DESIGN AND URBAN PLANNING Level 5 410 FAITES VOS JEUX GAMES BETWEEN UTOPIA AND DYSTOPIA 488 Author biographies 495 Image copyrights Table of contents Level 16 26 44 56 61 74 88 100 110 118 132 134 Level 2 146 168 164 174 182 186 200 206 214 Essays, Statements, Interviews PLACESTO PLAY What Game Settings Can Tell Us about Games Andreas Lange A S H O R T H I S T O R Y OF DIGITAL GAMESPACE Dariusz Jacob Boron ALLEGORIES OF SPACE The Question of Spatiality in Computer Games Espen Aarseth N A R R A T I V E SPACES Henry Jenkins GAME P H Y S I C S The Look & Feel Challenges of Spectacular Worlds Ronald Vuillemin L A B Y R I N T H A N D MAZE Video Game Navigation Challenges Clara Fernandez-Vara S T E E R I N G T H R O U G H T H E MICROWORLD A Short History andTerminology ofVideo Game Controllers Winnie Forster VARIATION OVERTIME TheTransformation of Space in Single-screen Action Games Jesper Juu L I S T E N T O T H E BULK O F T H E ICEBERG On the Impact of Sound in Digital Games Axel Stockburger WALLHACKS A N D A I M B O T S How Cheating Changes the Perception of Gamespace Julian Kijcklich FORM FOLLOWS FUN Working as a Space Gameplay Architect Olivier Azemar LOAD A N D S U P P O R T Architectural Realism in Video Games UlrichGotz USEYOUR ILLUSION mmersion in Parallel Worlds Florian Schmidt M A K I N G PLACES Richard A. Bartle A C T I V I T Y FLOW ARCHITECTURE Environment Design in Active Worlds and EverOuest Mikael Jakobsson W H A T IS A S Y N T H E T I C WORLD? Edward Castronova, James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross, Will Ryan COMPETING IN METAGAME GAMESPACE eSports as the First Professionalized Computer Metagames Michael Wagner PLAYING W I T H FRIENDS A N D FAMILIES Current Scene of Reality-based Games in Beijing Zhao Chen Ding NARRATIVE ENVIRONMENTS From Disneyland to World of Warcraft Celia Pearce PLAYING W I T H URBAN LIFE How SimCity Influences Planning Culture ' Daniel G, Lobo NEW PUBLIC SPHERE The Return of the Salon and the End of Mass Media Peter Ludlow Level 3 218 230 233 238 248 251 266 276 290 304 312 Level 4 328 332 335 340 351 352 354 358 372 376 380 384 NEW BABYLON RELOADED Learning from the Ludic City Lukas Feireiss PLAY AS CREATIVE MISUSE Barcode Battler and the Charm of the Real Claus Pias UBIQUITOUS GAMING A Vision for the Future of Enchanted Spaces Jane McGonigal CREATING ALTERNATE REALITIES A Quick Primer Christy Dena PERVASIVE GAMES Bridging the Gaps between theVirtual and the Physical Steve Benford, Carsten Magerkurth, Peter Ljungstrand THE POETICS OF AUGMENTED SPACE The Art of OurTime Lev Manovich URBAN ROLE-PLAY The Next Generation of Role-Playing in Urban Space Markus Montola CHANGING URBAN PERSPECTIVES Illuminating Cracks and Drawing Illusionary Lines Staffan Bjork PERVASIVE GAMESPACES Gameplay Out in the Open Bo Kampmann Walther PERSUASION A N D GAMESPACE an Bogost LIFE IS NOT COMPLETELY A GAME Urban Space and Virtual Environments Howard Rheingold PLAYSTATIONS Neil Leach T A C T I C S FOR A PLAYFUL CITY ain Borden WHY GAMES FOR ARCHITECTURE? Ludger Hovestadt GAME OF LIFE On Architecture, Complexity and the Concept of Nature as a Game Georg Vrachliotis DESIGN PATTERNS ARE DEAD Long Live Design Patterns Jussi Holopainen, Staffan Bjbrk THE U N I N H I B I T E D FREEDOM OF PLAYFULNESS Marc Maurer, Nicole Maurer VIVAPINATA Architecture of the Everyday Tor Lindstrand 798 MUTIPLAYER DESIGN GAME A NewTool for Parametric Design Kas Oosterhuis,Tomasz Jaskiewicz RULE-BASED URBAN P L A N N I N G TheWijnhaven Project, KCAP (Rotterdam) Kees Christiaanse T I T F O R T A T A N D URBAN RULES Alexander Lehnerer LIGHTLY AUGMENTING REALITY Learning through Authentic Augmented Reality Games Eric Klopfer SCENARIO GAMES Vital Techniques for Interactive City Planning Raoul Bunschoten SPACE TIME PLAY Table of contents 398 401 404 407 Level 5 416 420 425 430 438 441 444 450 452 456 462 466 480 484 Essays, Statements, Interviews THE NEW MENTAL LANDSCAPE Why Games are Important for Architecture AntoninoSaggio "CAN I TELEPORT AROUND?" Jesse Schell TOWARDS A GAME THEORY OF ARCHITECTURE Bart Lootsma ACTION INTHE HANDS OFTHE USER William J.Mitchell WAR/GAMES AFTER 9/11 James Der Derian WAR PLAY Practicing Urban Annihilation Stephen Graham ENDER'SGAME Towards a Synthetic View of the World James H. Korris FORBIDDEN GAMES Eyal Danon, Galit Eilat OUTDOOR AUGMENTED REALITY Technology and the Military Wayne Piekarski, Bruce H.Thomas AFTER NET ART, WE MAKE MONEY Artists and Locative Media MarcTuters "EASTERN EUROPE, 2008" Maps and Geopolitics in Video Games Stephan Gunzel THE GAME OF INTERACTION Gerhard M. Buurman ATOPIA (ON VICE CITY) McKenzieWark PLAYING WITH ART Hans-Peter Schwarz CHINESE GOLD FARMERS Immigrant Workers in the Game Land Ge Jin ADVERTISEMENT IN VIDEO GAMES "Sell MyTears," Says the Game Publisher Christian Gaca RE-PUBLIC PLAYSCAPE A Concrete Urban Utopia Alberto lacovoni GAMESPACE Mark Wigley
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