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. With articles by Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian Kücklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley, and others.
Friedrich von Borries (b. 1974) is an architect. He has taught at the College of Fine Arts in Nürnberg and elsewhere.
Matthias Böttger (b. 1974) is an architect. He is codirector with Friedrich von Borries of space tactics, Agency for Spatial Enlightenment and Intervention in Berlin.
Steffen P. Walz (b. 1973) works at the ETH Zürich in the Department of Computer Aided Architectural Design. At the School of Art and Design Zurich Walz is cofounder of the BA program in Game Design.
Computer- und Videospiele verlassen den Computer und erobern als mobile Applikationen (wie GPS-Handys, etc.) den Alltagsraum – neue Formen von Architektur und Stadt entstehen. Wie verändern diese Spiele unsere Wahrnehmung von realem und virtuellem Raum? Was können die Gestalter physischer und digitaler Welten von einander lernen? Space Time Play stellt folgende Themen dar: Architekturgeschichte von Computer- und Videospielen; Virtuelle Metropolen und ihre sozialen Spielräume; realräumliche Überlagerungen durch Computerspiele und Konvergenzen zwischen realen und imaginierten Spielräumen; Computer- und Videospiele als praktische Planungsinstrumente. Mit Beiträgen u. a. von: Espen Aarseth, Ernest Adams, Richard A. Bartle, Ian Bogost, Gerhard M. Buurman, Edward Castranova, Kees Christiaanse, Drew Davidson, James Der Derian, Noah Falstein, Stephen Graham, Ludger Hovestadt, Henry Jenkins, Heather Kelley, James Korris, Julian Kücklich, Frank Lantz, Lev Manovich, Jane McGonigal, William J. Mitchell, Kas Oosterhuis, Katie Salen, Mark Wigley.
Friedrich von Borries (*1974) ist Architekt, u.a. Lehrtätigkeit an der Akademie der Bildenden Künste Nürnberg; Forschungsstipendat 2007 des DAAD an der ETH Zürich, New York University und am Massachusetts Institute of Technology.
Matthias Böttger (*1974) ist Architekt, u.a. Lehrätigkeit an der Universität Stuttgart und der Akademie der Bildenden Künste Nürnberg. Leitet gemeinsam mit Friedrich von Borries "raumtaktik, Agentur für räumliche Aufklärung und Intervention" in Berlin.
Steffen P. Walz (*1973) ist Wissenschaftlicher Mitarbeiter und Doktorand an der ETH Zürich, Professur für Computer Aided Architectural Design. An der Hochschule für Gestaltung und Kunst Zürich ist Walz Mitgründer des B.A.-Studienganges "Game Design".
Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.
 
Why should an architect care about computer games?
And what can a game designer take from architecture?
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