Volume 8 in this series
This book is concerned with how the virtual environments of videogames convey meaning and communicate ideas and affects to their players, in ways comparable with architecture, landscape design, and other built environments. Since spaces are always experienced from the position of a body within them, this study adopts and synthesizes theories of embodied cognition to develop a framework for analyzing the varied ways that videogame spaces can be meaningful. At root, theories of embodied cognition argue that human cognitive processes are grounded in our body-based engagement with the world, and the theories adopted by this study span from ones focused on physical movement possibilities (affordances) to ones that address associative meaning (conceptual metaphor). The book analyzes three types of designed environments in order to unpack the range of spatial meanings that are possible: spaces designed (1) as rich worlds to explore (e.g. gardens), (2) as settings for meaningful action (e.g. workplaces), and (3) as scaffolds for training new modes of perception (e.g. installation artworks).