Insert Coin: A arquitectura impossível dos videojogos

Detalhes bibliográficos
Autor(a) principal: Luís Villas-Boas Ricca
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/134302
Resumo: "Insert Coin: A arquitetura impossível dos videojogos'' is an essay about the spaces in videogames and how they use architecture as a mean of communication, being possible to observe the way how architecture influenced the construction of this virtual worlds and how this can bleed into our reality. The title of this dissertation indicates three aspects about itself: it is about architecture in videgames, it is "impossible" because it is usually seen like it since this worlds do not have to adhere to the rules of the real world, something that in most cases is untrue, something since in the chapters. The part of "Insert Coin" is due to how any arcade game began. Here the coin is the essay, the beginning of my career, a beginning for a future reader and a possible beginning of a collaboration between architecture and videogames. The virtual world is full of countless examples of this collaboration between the two areas. During this dissertation, several games were selected to demonstrate this collaboration. The choice of this videogames is due to a connection of the author with them and how they are clear in this dialogue between real and virtual. Starting with an historic context, in order for the reader to understand the how and why of this industry and some current influences, it is followed by the main chapter where there's an analysis of the chosen videogames, starting with some series followed by individual games where architecture has some relevance. Since technology is an important element of videogames and since it is in constant evolution, the analyses are chronologically organized.
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spelling Insert Coin: A arquitectura impossível dos videojogosArtesArts"Insert Coin: A arquitetura impossível dos videojogos'' is an essay about the spaces in videogames and how they use architecture as a mean of communication, being possible to observe the way how architecture influenced the construction of this virtual worlds and how this can bleed into our reality. The title of this dissertation indicates three aspects about itself: it is about architecture in videgames, it is "impossible" because it is usually seen like it since this worlds do not have to adhere to the rules of the real world, something that in most cases is untrue, something since in the chapters. The part of "Insert Coin" is due to how any arcade game began. Here the coin is the essay, the beginning of my career, a beginning for a future reader and a possible beginning of a collaboration between architecture and videogames. The virtual world is full of countless examples of this collaboration between the two areas. During this dissertation, several games were selected to demonstrate this collaboration. The choice of this videogames is due to a connection of the author with them and how they are clear in this dialogue between real and virtual. Starting with an historic context, in order for the reader to understand the how and why of this industry and some current influences, it is followed by the main chapter where there's an analysis of the chosen videogames, starting with some series followed by individual games where architecture has some relevance. Since technology is an important element of videogames and since it is in constant evolution, the analyses are chronologically organized.2021-07-052021-07-05T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/134302TID:202737519porLuís Villas-Boas Riccainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:25:51Zoai:repositorio-aberto.up.pt:10216/134302Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:40:16.867168Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Insert Coin: A arquitectura impossível dos videojogos
title Insert Coin: A arquitectura impossível dos videojogos
spellingShingle Insert Coin: A arquitectura impossível dos videojogos
Luís Villas-Boas Ricca
Artes
Arts
title_short Insert Coin: A arquitectura impossível dos videojogos
title_full Insert Coin: A arquitectura impossível dos videojogos
title_fullStr Insert Coin: A arquitectura impossível dos videojogos
title_full_unstemmed Insert Coin: A arquitectura impossível dos videojogos
title_sort Insert Coin: A arquitectura impossível dos videojogos
author Luís Villas-Boas Ricca
author_facet Luís Villas-Boas Ricca
author_role author
dc.contributor.author.fl_str_mv Luís Villas-Boas Ricca
dc.subject.por.fl_str_mv Artes
Arts
topic Artes
Arts
description "Insert Coin: A arquitetura impossível dos videojogos'' is an essay about the spaces in videogames and how they use architecture as a mean of communication, being possible to observe the way how architecture influenced the construction of this virtual worlds and how this can bleed into our reality. The title of this dissertation indicates three aspects about itself: it is about architecture in videgames, it is "impossible" because it is usually seen like it since this worlds do not have to adhere to the rules of the real world, something that in most cases is untrue, something since in the chapters. The part of "Insert Coin" is due to how any arcade game began. Here the coin is the essay, the beginning of my career, a beginning for a future reader and a possible beginning of a collaboration between architecture and videogames. The virtual world is full of countless examples of this collaboration between the two areas. During this dissertation, several games were selected to demonstrate this collaboration. The choice of this videogames is due to a connection of the author with them and how they are clear in this dialogue between real and virtual. Starting with an historic context, in order for the reader to understand the how and why of this industry and some current influences, it is followed by the main chapter where there's an analysis of the chosen videogames, starting with some series followed by individual games where architecture has some relevance. Since technology is an important element of videogames and since it is in constant evolution, the analyses are chronologically organized.
publishDate 2021
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