Abstract
The space in the modern age was considered as a fixed space that can be clearly recognized, so we thought that it can be understood at once by separating the subject and object. Thus architects had watched and designed their architecture in a high angle view. However, actually people cannot see them in such views, but they have to understand them by moving themselves. Therefore, the contemporary architects have admitted that the space that gives experience to people would be consequently the montage of scene viewed by them. They cannot be understood in the only one view, but can be only understood by listing the sequence of views seen by people. Hence the most important things would be the position and view direction of the human.
The concept of space that the human understands by seeing and summarizing in the time order is called scene. This means that the space and the human body can interact each other and the boundary between them is ambiguous. Thus the space can be considered as the extension of the human body. Digital media, especially video games which is specialized at the spatial storytelling, can also be understood by collecting the scene played by people, and extend the human body. In this paper, we attempt to utilize the concept of contemporary architecture in order to criticize the storytelling of video games in the aesthetical and theoretical aspects.
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© 2015 Springer International Publishing Switzerland
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Jeon, HJ., Park, SB. (2015). Contemporary Architecture Theory and Game Storytelling. In: Camacho, D., Kim, SW., Trawiński, B. (eds) New Trends in Computational Collective Intelligence. Studies in Computational Intelligence, vol 572. Springer, Cham. https://doi.org/10.1007/978-3-319-10774-5_14
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DOI: https://doi.org/10.1007/978-3-319-10774-5_14
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-10773-8
Online ISBN: 978-3-319-10774-5
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