2020
DOI: 10.1007/s42489-020-00044-1
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Raumbezogene Visualisierung trifft auf Landschaftsforschung und „Pinballology“: Beispiele der Landschaftskonstruktion in Flipperspielen

Abstract: Maps and map-like visualizations in digital games have been repeatedly addressed in research of cartography and related disciplines. For example, visualization techniques and tools used in video and computer games, including navigation and locomotion tools in VR gaming, have been analyzed and adopted to VR-based 3D cartographic modeling in recent time. A successful and diversified game which has only hardly been considered in the literature so far is pinball. Modern pinball machines are equipped with sophistic… Show more

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Cited by 35 publications
(9 citation statements)
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References 84 publications
(62 reference statements)
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“…Using GIS, the relationship between railway accessibility and population changes in France was also examined [35]. Furthermore, more recent research also points to the value of bringing together individualized landscape perceptions and evaluations with methods of geo-information, such as in GIS analysis and thematic cartography [36,37]. However, in these studies, railway is simply considered as a social factor influencing the urban and economic development and not as an object of heritage to protect, and scenic railways were not mapped and analyzed in these projects.…”
Section: Railway and Spatial Technologiesmentioning
confidence: 99%
“…Using GIS, the relationship between railway accessibility and population changes in France was also examined [35]. Furthermore, more recent research also points to the value of bringing together individualized landscape perceptions and evaluations with methods of geo-information, such as in GIS analysis and thematic cartography [36,37]. However, in these studies, railway is simply considered as a social factor influencing the urban and economic development and not as an object of heritage to protect, and scenic railways were not mapped and analyzed in these projects.…”
Section: Railway and Spatial Technologiesmentioning
confidence: 99%
“…In the realm of academia, there are essays and books that examine pinball in relation to the history of arcades (Guins, 2014; Huhtamo, 2005; Kocurek, 2012, 2015; Lendino, 2020; Montfort & Bogost, 2009; Newman, 2017), critical law essays that discuss whether pinball machines should be outlawed or regulated based on the argument that pinball is a form of gambling (Anonymous, 1950a; Bilek & Ganz 1965; King, 1964; 1966; Lester, 2002; McInturff, 1938), and empirical research on adolescents playing pinball (Manning & Campbell, 1973). Only recently has there been archival work on pinball (Collins, 2016; Litherland, 2021) and academic papers on landscapes and map-like visualizations in pinball games (Edler, 2020; Filiciak, 2020; Kühne, Jenal, & Edler, 2020). These articles on landscapes in pinball machines discuss how the themes of the pinball machines impact the setting and tone of pinball games.…”
Section: Pinball Studiesmentioning
confidence: 99%
“…Charlie Emery states that “Pinball games are basically a cross between a video game (rules & objectives to explore), movies (telling a story with a beginning, middle, and end)” (Emery, 2020, Interview by Banfi). Scholars also claim that the player must have seen the film/show that the pinball game is based on to understand the game’s narrative (Edler, 2020, pp. 62–63; Filiciak, 2020, p. 3; Kühne, Jenal, & Edler, 2020, p. 10; more on these claims in the Themes, Screens, and Artwork section).…”
Section: Pinball Studiesmentioning
confidence: 99%
“…Video games constitute complex technological systems that combine numerous spatial, physical, and social issues. Geographers and cartographers are dealing with the topic of "cartography and games" (Garfield 2012;Coulton et al 2017;Edler and Dickmann 2017;Edler 2020) more and more often, describing the technical aspects of game and component production. The discussion about a constantly increasing impact of games on cartographic visualisations manifests itself through increasing popularity of virtual reality and augmented reality environment (Hruby et al 2019;Büyüksalih et al 2020;Keil et al 2020;Walmsley and Kersten 2020;Zagata et al 2021).…”
Section: Related Workmentioning
confidence: 99%