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No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.  \nFor information about special quantity discounts, please email special_sales@mitpress.[mit.edu](mit.edu)  \nThis book was set in Bell Gothic and Garamond 3 by SNP Best-set Typesetter Ltd. , Hong Kong.  \nPrinted and bound in the United States of America. Library of Congress Cataloging-in-Publication Data  \nNitsche, Michael, 1968–  \nVideo game spaces : image, play, and structure in 3D worlds / Michael Nitsche.  \n[p. cm](p. cm).  \nIncludes bibliographical references and index.  \nISBN 978-0-262-14101-7 (hardcover : alk. paper) 1. Video games. I. Title. GV1469 .3.N58 2008  \n794.8—dc22  \n2008019730  \n10 9 8 7 6 5 4 3 2 1  \nAarseth, Espen, 4, 19, 31–32, 43, 48, 58, 64, 180  \nAbbott, Roger, 182–183  \nAcousmêtre, 140–141  \nAcoustic landmark, 131  \nAcoustic position, 143  \nAcrophobia, 207  \nActing in VR (project), 214–216 Acting, 50–51, 141, 115, 214–219 Active Participant (player), 7, 220–225,  \n229  \nActive Worlds, 188  \nAdaptive audio, 135  \nAdventure (Atari 2600 video game), 118–121  \nAdventure (text adventure game), 183 Adventures of Robin Hood, The, 89 Affordances, 151–152  \nafternoon: a story, 19, 54  \nAlcatraz, 118–119  \nAlexander, Christopher, 159–163, 244 Alien Trilogy (video game), 134–137 Aliens (feature ﬁlm), 131  \nAlone in the Dark (video game), 70,105, 108  \nAlphaworlds, 18  \nAlternate Reality Games (ARG), 209–212  \nAltman, Robert, 141  \nAmbiguous space, 80–81, 86–87,163 America’s Army: Operations, 9–10, 200 American McGee’s Alice, 148–152 Amiga CD32 (video game console), 71 Amplitude, 135  \nAnalytical planesand narrative, 154  \ndeﬁnition, 15–17  \nhierarchy (player), 233  \nimmersion/ presence, 204–207 interconnecting forces, 17–18 Anders, Peter, 4, 18, 118  \nAnimation, digital, 80, 86, 115, 139, 199, 215  \nAnti-montage, 117  \nAntisocial behavior, 242–243  \nArchetype (character), 54, 61, 218 Archetype (space), 162–163  \nArchitectural promenade, 74  \nArchitectural theory, 159, 160 Architecture and ﬁlm, 74–77  \nArena, 183–187, 218, 237  \nArnheim, Rudolf, 80  \nArriﬂex 35–BL, 84  \nArtiﬁcial Intelligence A.I. (feature ﬁlm), 90, 209  \nArtiﬁcial intelligence (AI), 7, 52, 127, 157  \nAspen Movie Map, 70  \nAsteroids, 118–121  \nAtari 2600 (Atari VCS) (videogame console), 118  \nAtari Jaguar (videogame console), 74 Augmented Reality (AR), 14  \nAxis mundi, 212  \nAxis of action, 126  \nAzeroth (in-game location), 11  \nBachelard, Gaston, 193  \nBack to the Future (feature ﬁlm), 12  \nBack to the Future (theme park attraction), 12–13  \nBacklighting, 89  \nBailey, Anthony, 199  \nBal, Mieke, 145–146, 151–154, 220 Baroque, 72  \nBarthes, Roland, 19, 31–32, 49, 54 Bartle, Richard, 140, 185  \nBattlestar Galactica, 84  \nBattlezone, 51, 102–104  \nBazin, Andre, 81, 117, 127  \nBeast, The (ARG game), 209–210 Benedikt, Michael, 4, 18, 172, 192 Benveniste, Emile, 54–55  \nBerlin, Symphony of a Great City, 75 Biohazard (see also Resident Evil), 89 Black and White, 212–214  \nBlizzard, 11, 235  \nBlood Gulch Canyon (in-game location), 218  \nBlowup, 38  \nBlue Labyrinth, 118  \nBoal, Auguste, 56, 221  \nBolter, Jay, 18, 54, 74, 85, 91 Bon (dance festival), 197  \nBranigan, Edward, 16, 43, 82, 119 Breakdown, 39, 107–108  \nBrecht, Bert, 143, 221  \nBridge Too Far, A, 165  \nBroadband, 70  \nBrookhaven National Laboratory, 9 Brooks, Kevin, 48–51, 230  \nBruner, Jerome, 43–48  \nBug (game), 11, 27–29  \nBullet ride, 98, 123–125, 147 Bullet-time, 91–92  \nBurch, Noel, 81  \nBureaucratic Maze, 183  \nC++ (programming language), 26 Call of Duty (game series), 105, 125 Call of Duty 2 , 107  \nCamera movement, 82–84  \nCameron, James, 131  \nCampbell, Joseph, 59–63 ","cbCaidB7VuryzhH9","https://ap.wps.com/l/cbCaidB7VuryzhH9","pdf",167074,16,"English","# Video game spaces: image, play, and structure in 3D worlds\n## Image and cinematic space\n## Play, navigation, and player experience\n## Interface design and spatial structure\n## Immersion, presence, and interaction\n## Case studies across video game examples","[{\"question\":\"What core topics does the book cover about 3D game worlds?\",\"answer\":\"The book focuses on how image, play, and structural choices shape three-dimensional spaces in video games. 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