We use cookies to run the site and, with your permission, to measure how it is used. You can accept all of them or deny the ones that are not needed. Read the cookie policy.
⭐ Ratings & Reviews
No reviews yet — be the first!
No reviews yet.
📖 Description
The architectural awareness and experience of space, and the creative use can profit greatly from certain aspects of "games" and the related technology. Here the author investigates a fascinating contribution of avant-garde art to the construction of space in the field of electronic games and arcades, beginning with New Babylon, moving through the radical suggestions of the 1960s and 1970s to the commercial and experimental examples of contemporary amusement arcades. Also considered are the virtual worlds of video games which are growing increasingly complex. The book reveals in a critical yet impressive way how important the element of "play" has become in today's digital architectonic designs.