Jump to ContentJump to Main Navigation
Video Game SpacesImage, Play, and Structure in 3D Worlds$
Users without a subscription are not able to see the full content.

Michael Nitsche

Print publication date: 2008

Print ISBN-13: 9780262141017

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262141017.001.0001

Show Summary Details
Page of

PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 26 May 2022

Virtual Places

Virtual Places

(p.191) 12 Virtual Places
Video Game Spaces

Michael Nitsche

The MIT Press

This chapter discusses the creation of virtual places. Engagement by the player, through comprehension and interaction, can transform digital spaces into places. A genius loci is often defined by subjective experience of the location. To establish some measure, three indicators for placeness are suggested: identity, self-motivated and self-organized action, and traces of memory. All three are significant issues in the creation of placeness in the “real” world and provide an entry point into the discussion of the virtual place.

Keywords:   placeness, virtual spaces, virtual place, identity, self-organized action, memory

MIT Press Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.