Space Time Play: Computer Games, Architecture and Urbanism: the Next Level
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Space Time Play: Computer Games, Architecture and Urbanism: the Next Level
By Friedrich von Borries, Steffen P. Walz, Matthias Böttger, Drew Davidson, Heather Kelley, Julian Kücklich
Publisher: Birkhäuser Basel | ISBN: 376438414X | edition 2007 | PDF | 495 pages | 10 mb
By Friedrich von Borries, Steffen P. Walz, Matthias Böttger, Drew Davidson, Heather Kelley, Julian Kücklich
Publisher: Birkhäuser Basel | ISBN: 376438414X | edition 2007 | PDF | 495 pages | 10 mb
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications (such as GPS cell phones, etc.) – the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another? Space Time Play presents the following themes: the superimposition of computer games on real spaces and convergences of real and imaginary playspaces; computer and video games as practical planning instruments.
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