Friedrich von Borries on Tue, 28 Mar 2006 06:24:29 +0200 (CEST)


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<nettime-ann> [call] CALL FOR CONTRIBUTIONS: BOOK ON GAMES, ARCHITECTURE, URBANISM


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please feel free to forward to colleagues, lists, blogs...apologies for

cross postings,

thanks & best regards,

friedrich von borries
steffen p. walz
ulrich brinkmann
matthias b=F6ttger


=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
***Call for Book Contributions and Project Presentations***


SPACE TIME PLAY
Games, Architecture, and Urbanism.


ABOUT SPACE TIME PLAY
What is computer and video game space =96 and: is there an architectural

history of
game space-time? How do architectures, city spaces, and landscapes
change when
they are transformed into physical game boards, or when they become an

extension
of a desktop computer game? How can architects and urban designers
apply games
and game technologies as tools for drafting and planning?

Across 500 pages, the edited book publication Space Time Play will
investigate these
questions by compiling designs, best practice examples, as well as
essays,
interviews, succinct statements, and game space analyses.

The editors have already confirmed contributions to Space Time Play by
internationally renowned theoreticians and practitioners, including:
Gerhard M.
Buurman, Kees Christiaanse, Drew Davidson, Alberto Iacovoni, Jesper
Juul, Heather
Kelley, Neil Leach, Lev Manovich, Jesse Schell, Mark Wigley, and Eric
Zimmerman.
Space Time Play will not only feature these authors, but also aspiring

players from
the fields of architecture, urbanism, game design, game studies, and
the arts. These
researchers and artists will present their thoughts, games, and/or
theme related
works and designs.

The editors are looking for contributions to Space Time Play in the
form of essays,
project descriptions, and statements. We would like to ask potential
contributors to
consider the following questions, which are shaping the three main
sections of Space
Time Play. Please note the submission requirements and procedure in the

bottom of
this call.


1. THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES
A Brief Space Time History of Interactive Entertainment.

Theory:
-In which ways are computer and video games constructed spatially and
architecturally?
-Which games are milestones concerning their spatial quality, and why?
-Which methods of architectural history and theory could be used to
evaluate
the spatial development and spatial quality of computer and video games?
-What is the relationship of game space and game time?
-What kind of experience or method in the field of game design could be
applied to the development and evaluation of architecture and urban
design?
-Which architectural projects should be considered milestones of a new

playful
architecture, and why?
-Which physical architectures have been influenced by computer or video

games?
-In how far do innovations of "real" architecture influence game
architecture,
and vice versa?
-What can architects and level designers learn from one another?
-What kinds of interfaces exist between game design and architectural
design?

Projects:
-You use your game experience to design spaces in the "real" world?
-You are a game designer and your games have been influenced by specific
architectural objects or urban situations in the real world?

We are looking forward to presenting your projects (realized or design

stage,
commercial or artistic).


2. PERVASIVE GAMES
Computerizing Dwellings, Cities, and Landscapes for Play Experiences

The city has always been offering spaces for games and play, for
example stadiums,
coliseums, theaters, playgrounds, or street grid labyrinths. In recent

years, computer
games have progressed beyond the computer desktop and have acquired a
new play
dimension by using areas such as cities, buildings, or parks as playing

fields.

Theory:
-How do mobile games (as well as augmented, hybrid, and mixed reality
play
scenarios) modify the perception and usage of physical space? Whi
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