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Exploring Experiential Spaces in Video Games: Case Studies of Papers, Please, Beholder, and Mirror’s Edge

  • Simay Gizem Çavuşoğlu
  • Güven Çatak
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Part of the International Series on Computer Entertainment and Media Technology book series (ISCEMT)

Abstract

Video games offer unique experiences for players with their participatory nature. Their spaces can be considered as experiential spaces because of this characteristic. Video game spaces take place in the center of player experience. This study attempts to define experiential spaces of video games with a suggested framework. This framework includes not only relations between video games and different fields such as cinema and architecture, but also unique characteristics of video games. The purpose of this framework is to look closely at experiential spaces and provide a base for player experience researches. Reliability and consistency of the framework are tested in three different video games: Papers, Please; Beholder; and Mirror’s Edge.

Keywords

Video games Experiential spaces Analysis framework Interaction 

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Ludography

  1. Alawar Premium (2016) Beholder. [video game] Novosibirsk, Barnaul: Alawar Premium LimitedGoogle Scholar
  2. Electronic Arts (2009) Mirror’s Edge. [video game] California: Electronic Arts Inc.Google Scholar
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Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  • Simay Gizem Çavuşoğlu
    • 1
  • Güven Çatak
    • 2
  1. 1.Department of Game DesignBahcesehir UniversityIstanbulTurkey
  2. 2.Department of Game DesignBahcesehir University Game Lab (BUG), Bahcesehir UniversityIstanbulTurkey

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