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MAZES IN VIDEOGAMES: MEANING, METAPHOR AND DESIGN

Alison Gazzard



 

From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9780786467945

2013

192

English

eBook


9780786492923

2013

192

 

TAGS


Authors/Narrators: #AlisonGazzard

Publishers: #McFarland (McFarland & Company)

Languages: #English

Year: #Year2013

Genres: #GameStudies


Companies:

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Public Figures:

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Games:

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Misc:

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