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dc.contributor.authorGazzard, Alison
dc.date.accessioned2013-04-22T09:29:41Z
dc.date.available2013-04-22T09:29:41Z
dc.date.issued2013-04-17
dc.identifier.citationGazzard , A 2013 , Mazes in Videogames : meaning, metaphor and design . McFarland .
dc.identifier.isbn978-0-7864-6794-5
dc.identifier.isbn978-0-7864-9292-3
dc.identifier.urihttp://hdl.handle.net/2299/10473
dc.description.abstractFrom the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author’s personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.en
dc.format.extent192
dc.language.isoeng
dc.publisherMcFarland
dc.titleMazes in Videogames : meaning, metaphor and designen
dc.contributor.institutionSchool of Creative Arts
dc.contributor.institutionSocial Sciences, Arts & Humanities Research Institute
dc.contributor.institutionArt and Design
dc.contributor.institutionMedia Research Group
rioxxterms.typeBook
herts.preservation.rarelyaccessedtrue


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