From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the Surface
Keywords:
space, perspective, parallel projection, visual aesthetics, video game historyAbstract
In this paper, we examine the two highly relevant traditions of the simulation of space, and the simulation of the gaze, to develop an art history approach to video games rooted in the relationship of a gamer to the visual and play space implemented in the game through its surface and diegetic spaces. Parallel projection and perspective are both examined from their philosophical roots in Greek antiquity to their technological implementation in 2D game engines; the many techniques employed to simulate a third dimension out of the bidimensional surface of the screen (namely parallax scrolling, occlusion, depth cues and ray casting) help influence the player’s engagement with the game space, and his positioning on the continuum opposing contemplative immersion and interactive engagement. We finally present an original model of Axial-Spatial Play to account for the mapping of diegetic and surface spaces in 2D video games.Downloads
Published
2014-01-01
Bibtex
@Conference{digra662, title ="From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the Surface", year = "2014", author = "Arsenault, Dominic and Larochelle, Audrey", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/662}", booktitle = "Proceedings of DiGRA 2013 Conference"}
Proceedings
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Papers
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