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E-book Game, World, Architectonics : Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception
This anthology comprises written versions as well as extended case studies of talks from the international two-day workshop “Architectonics of Game Worlds—On Aesthetics and Mechanics, Spaces and Places, Rhythms and Philosophies” at the University of Cologne in March 2019. The contributors do not only come from across Europe but also cover diverse research disciplines through their respective professions. To name numerous and yet not all disciplines, the workshop welcomed presenters of Media and Game Studies to History of Art, Cultural Studies and Public History to Literary Studies, Philosophy and Sound Studies to Aesthetics and Design Studies, Architecture and Game Design. It was a compelling challenge of the workshop and the anthology at hand to bundle the versatile approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific prop-erties. Thus, the authors focus on digital game worlds by providing a diverse corpus of chapters, ranging from fundamental theoretical research as well as case studies and close readings. In such a way, they depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture. The book is then not only suited for game, media, and culture scholars but also extends discourses of adjacent disciplines with new findings and ad-ditional aspects.In its current digital, pictorial, and viral ubiquity, architecture no longer has to be bodily present, but “it always has a mediating role instead of being the end itself ” (Pallasmaa 2011, 100). Wolfgang Sonne, among others, states that architecture only fully exists together with the images, pictures, graphics, renderings, models, and all the other types and formats of mediating or representing it (2011, 7). In particular, the enactment of architecture and the perception of three-dimensional game spaces are tightly interwoven, as performative interaction within non-linear environments and spatial involvement is crucial. This anthology then starts with the finding that architecture has to be understood as medial hinge (see Bonner 2015a; 2015b; 2019). This stance loosely refers to Hans Hollein’s postulate that everything is architecture (1968). Architecture then has to be understood anew in its medial possibilities and how it can mediate and regulate the environment to the observer by enabling new spheres of action. It is a predominant means (“Agens”) of understanding and perceiv-ing reality, as well as the fictional worlds of mass media: Architecture as the all-en-compassing medium “has always fictionalised reality and culture through turning human settings into images and metaphors of idealised order and life, into fiction-alised architectural narratives” (Pallasmaa 2011, 19). In the narrower sense of this anthology, it also refers to the corresponding architectonics of built reality and digital game worlds: as a medial hinge, architecture merges different disciplines of media and art with the realm of the everyday, folding them onto each other and enabling them to encapsulate one another (see Bonner 2015a, 2015b, 2019 and the chapter in this book).
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