Producción espacial en las Carceri d'invenzione de Piranesi y los calabozos digitales de Diablo
Espacio
Geografía
Pintura
Escultura
Plástico
Neo-barroco
Tiempo
Historia
Música
Literatura
Narrativo
Post-moderno
Giovanni Paolo Panini (1735)
Thomas Cole (1840)
Cockerell, C.R. (1848)
Carl Laubin (1997)
Carl Laubin (2011)
Blizzard (2012)
Blizzard (2012)
Blizzard (2012)
Blizzard (2012)
Digital technology, especially as used within the world of computer games, has created more literal labyrinths for players to traverse. Highlighting a crisis in traditional forms of symptomatic interpretation, the multilinear nature of game spaces suggests that our modes of interpretation need to reflect an equally neo-baroque multiplicity.
Angela Ndalianis
Twitter: @MrSoames