For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible.
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Ruben Meintema (Research M.A. cum laude) works at the boundary between digital and traditional culture. He has a background in Literary Studies, as well as in computer programming. Just the combination for studying video games, which are at the same time a product of digital technology, and a product of creative human imagination.
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Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. 128 pp. Englisch. Bestandsnummer des Verkäufers 9783846559857
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Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Meintema RubenRuben Meintema (Research M.A. cum laude) works at the boundary between digital and traditional culture. He has a background in Literary Studies, as well as in computer programming. Just the combination for studying vide. Bestandsnummer des Verkäufers 5499071
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Taschenbuch. Zustand: Neu. This item is printed on demand - Print on Demand Titel. Neuware -For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 128 pp. Englisch. Bestandsnummer des Verkäufers 9783846559857
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Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. Bestandsnummer des Verkäufers 9783846559857
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Taschenbuch. Zustand: Neu. Navigating Virtual Worlds | The role of spatial structures in the conception of cognitive maps and routes by video game players | Ruben Meintema | Taschenbuch | 128 S. | Englisch | 2012 | LAP LAMBERT Academic Publishing | EAN 9783846559857 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu. Bestandsnummer des Verkäufers 106637492
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