The aim of the article is to emphasise some aspects of gaming simulation in the specific context of urban planning. Since designing, planning, and managing a city refers to time, space, and people who must communicate, some reflections regarding alternative times and places a gaming simulation creates are confronted with linguistic analysis of language as well as metalanguage of the game itself.
BETWEEN NO PLACE AND NO TIME
RIZZI P
2014-01-01
Abstract
The aim of the article is to emphasise some aspects of gaming simulation in the specific context of urban planning. Since designing, planning, and managing a city refers to time, space, and people who must communicate, some reflections regarding alternative times and places a gaming simulation creates are confronted with linguistic analysis of language as well as metalanguage of the game itself.File in questo prodotto:
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