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The spatial experience of games and other media: notes from a theoretical-analytical model of representations of space

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Academic year: 2020

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Figure 1: Spatial experience diagrams. Above, immersion. Centre, analog media.
Figure 2: The relation between players’ input and the updates of the imagined  space (IS) and utterance space (US IS /US si ) is not one-to-one.
Figure 3: Objects and other people affect the spatial experience of the  player. Curved lines represent social (interpersonal) interaction.
Figure 5: Multiplayer game online. Dashed lines represent in-game social interactions

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