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> Ebook Free Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

Ebook Free Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

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Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz



Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

Ebook Free Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

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Toward a Ludic Architecture: The Space of Play and Games, by Steffen P. Walz

"Toward a Ludic Architecture" is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?

  • Sales Rank: #2021015 in Books
  • Published on: 2010-05-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 7.50" h x .96" w x 7.50" l,
  • Binding: Paperback
  • 382 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
Merging of Reality with Virtuality
By yonder
"Toward a Ludic Architecture : The Space of Play and Game" written by Steffen P. Walz, a well written informative book that carries the reader through the development of the computer with it's intended purpose of playing chess to the consumptive use for mass media involving play, games, and architecture. Twenty five percent of the book allows for definitions, historical backgound and references. That twenty five percent of material is neccessay for a novice like me who is unfamiliar with virtual games and the interaction of humans with virtual spaces.

He defines many of the simple words and activities which we are familar with, but which we donot really take into serious consideration. Activities that humans participate in ,but do not question the logic that is involved for instance the difference between play and games, and why and what is involved in these activities.

He also gives information about the purpose behind the games and spaces, the intentions of the creator and how the players are able to interact mentally and physically with the activities that are provided.

Steffen P. Walz main concept is the involvment of architecture with play, and games. By showing architecture in virtual spaces, it will become a part of virtual space as well as real space.

This book is a good reference text for all who play, play games, and who use virtual spaces. Walz predicts that virtual space will take over all present kinds of entertainment plus how we work and play in spaces.

SPR

Super Mario All-Stars / Super Mario World
Sonic & Sega All-Stars Racing
WWE '13
Phoenix Wright Ace Attorney - Justice for All

0 of 0 people found the following review helpful.
Essential reading on play-related architecture
By Harviainen Jussi T
In "Toward a Ludic Architecture", Steffen P. Walz discusses various concepts of spatiality as it relates to games and play, but his focus is especially on architectural concepts, and ARG examples to which he himself has contributed. As a part of design literature, the book is an invaluable addition to the corpus of game spatiality and the way it links to similar ideas in structures, playgrounds, societies and so forth. The author is also exemplarily inclusive, being able to weave in theories from a variety of scholars. I especially liked the way he incorporates less well known Dutch and German language research works, making them now available to an international audience of scholars.

The book, rather surprisingly, does suffer from one big flaw. While inclusive in other regards, Walz is strangely limited in the way he discusses spatiality itself. The viewpoint is very much fixed to an architectural one, and the volume includes next to no references to the way space and place is treated in, say, philosophy, geography or telepresence research. Therefore, it is a book best utilized in the company of others, so as to give the otherwise excellent argumentation a much wider, yet totally appropriate (and very compatible) context.

This is a book that shoud be included in practically every game studies and/or design laboratory, and it would be of high value also to other fields, such as service design.

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