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Books in the Video Games and the Humanities, 4 series

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  • by Gregory Whistance-Smith
    £20.49 - 80.49

    Video game environments constitute a vast expansion of the built environment, offering new worlds to explore and new spaces for engaging in a range of activities. Like buildings and cities before them, these interactive environments are deeply meaningful for how they communicate values and shape behaviour. This book unpacks how they do this, drawing on theories of embodied cognition to analyze virtual environments designed as rich worlds.

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