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Gamespace as Knowledge Space

Publikace |
2011

Tento text není v aktuálním jazyce dostupný. Zobrazuje se verze "en".Abstrakt

Conceptually, the gamespace might be understood as a virtual knowledge space. Strauss and Fleischman define knowledge space as ''architectural space furnished with data'', where the user is not only understood as the protagonist, but also ''the producer of knowledge through interaction.''1 The interactive 3-D space then might be experienced through perception of 3-D space with the exploration of data and production of knowledge through active experience.

The interactive knowledge space might declare the characteristics of a diagrammatical project. Fuchs remarks that Benjamin''s dialectics of configuration in the diagrammatic systems and the possibility of getting lost within the system might be understood as the typical attributes of the gameplay.

This chapter will discuss the role of reconfiguration as the substance for knowledge communication/production during interactive behaviour in the virtual 3-D environment and its validity for serious gaming.