Virtual – Virtudes y Vertigos, Lo (English, Spanish, Paperback) / Author: Philippe Quean / Author: Ph Queau ; ; Science: general issues, Science . Lo Virtual / Virtual: Virtudes Y Vertigos / Virtues and Vertigos (Paidos Hipermedia ) (Spanish Edition) by Philippe Queau and a great selection of similar Used. Virtual – Virtudes y Vertigos, Lo (Paidos Hipermedia). 6 Nov by Philippe Quean and Ph. Queau. Paperback · £ (3 used & new offers). Show results for.

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We believe that this research is of great interest since videogames have become, in the last decade, one of the most prominent cultural industries and the one which generates more income. MW3 where the Tour Eiffel collapses. There is a tendency to use tech-noir when showing an alternative history.

Grading comment Always so helpful! Paris is represented as a city in decadence. The differences in detail are easily perceptible between the models of Deus Ex and Onimusha 3. Structure and methodology We are studying the depiction of cities in videogames with vrtigos qualitative approach in a double and complementary perspective, technological and artistic virtjdes.

Click here to sign up. In Space time play. In all the cases the cities representations are focused in touristic spaces and iconic elements. This variety allows players to move around the city in different ways by different means of transport, and doing different actions such as climbing buildings or driving a car. MW3 there’s a scene dedicated to a family of tourists, in Tomb Raider 3 players cannot see anyone, only listening to the traffic noises when close to the ground.

These facts allow players to easily identify the settings, facilitating the projection of their previous knowledge about them and immersion. Please refer to our privacy policy for more information on privacy at Loot. Nevertheless, there is still a great use of underground areas for avoiding the reproduction of the magnificent and richly-detailed surface.


Robert Forstag United States Local time: The advantage of birtual option is that it retains the alliteration of the original Spanish.

From Designer to Player. Results and conclusions In the games examined London and Paris are partially represented and adapted to gameplay. When the expiry date is reached your computer deletes the cookie. We also gave preference to games that showed both of the cities we wanted to study, since this allows a clearer comparison of their representations.

We generally find dull scenes, with grey and cloudy skies MW3 adapt their gameplay to different contexts, for example swapping from ground to air actions.

Term search All of ProZ. The fast evolution of graphic cards allowed the use of a wider range of colours.


This calls for a detailed study of how urban landscapes appear and are used in videogames. In order to do so, we are conducting a comparative study of the representation of London and Paris in videogames. By doing this, we have tested if there has been an evolution in the representations.

Notre Dame, the Opera National and the Metro appear just in one game each and with their interiors modified. Login to enter a peer comment or grade.

MW3 depicts different parts of the city in a near future without noticeable changes to contemporary London, although the underground map does not correspond with the real one. The city is slightly different to the physical one but players still can find famous landmarks although covered in dust.

Carlos Andrés Londoño Agudelo | Universidad de Antioquia –

Other titles suggest the presence of inhabitants by details like lights in some windows or showing them only in closed spaces. Review native language verification applications submitted by your peers. Persistent cookies are stored on your hard disk and have a pre-defined expiry date.


This evolution also affected 3D models and textures, which have constantly become bigger and more detailed.

Two games try to show a faithful representation of the city modified by attacks; Resistance: The number of non playable characters progressively grew, increasing the feeling of lived-in cities. Like in London, sound fills the scenes with dramatic qualities and local characters speak with French accents facilitating immersion. Finally, the rest of the games offer a version of Paris filtered by alternative aesthetics that suit plots and gameplays, one cartoon-like and the other tech noir.

These landscapes have been filtered by a digital stylization. Reflections and climate effects calculated in real time appeared in games like Gran Turismo 5. London shows a post-apocalyptic future where the city is sieged by demons; nevertheless, the metro stations match the real ones and iconic elements standstill but reduced in size and simplified in a Tech-noir aesthetic. The third, Call of Duty: University of Chicago Press. Paris in videogames As in London, Paris is presented in the analysed games to the players with an introductory screen or video.

They are syntheses that use mimesis. The predominant genres of these virttudes are stealth, shooter and action. Even though there has been a progressive tendency towards more expansive and detailed environments conditioned by technology, designers tend to limit the size and the interaction with the worlds.

We have built the canon taking into account the number of units sold, significant advances in game design and aesthetics, vertigoa industry recognition. We conclude with a critical analysis and propose lines for further research.