Una perspectiva inesperada II. La popularización occidental de la axonometría asiática a través de los videojuegos

[EN] Video games did not invent axonometric perspective: they borrowed it from architectural drawing in Asia. This research traces the historical transfer of the so-called Chinese perspective a pseudo-axonometric spatial representation system documented since the 1st century AD whose trajectory pass...

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Detalhes bibliográficos
Autores: Navarro Redon, Aida, Amann Alcocer, Atxu
Formato: artículo
Fecha de publicación:2026
País:España
Recursos:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:español
inglés
OAI Identifier:oai:dnet:riunet______::5ec8e87ff2a043ba9ae379da4aabe5f7
Acesso em linha:https://riunet.upv.es/handle/10251/234237
Access Level:acceso abierto
Palavra-chave:Representation system
Axonometric perspective
Chinese perspective
Video game
Japanism
Sistema representación
Perspectiva axonométrica
Perspectiva china
Videojuego
Japonismo
Descrição
Resumo:[EN] Video games did not invent axonometric perspective: they borrowed it from architectural drawing in Asia. This research traces the historical transfer of the so-called Chinese perspective a pseudo-axonometric spatial representation system documented since the 1st century AD whose trajectory passes through European Japonisme, industrial drawing, and the artistic avant-gardes before reaching the first Japanese and Western video games. It is argued that these games consciously drew on architectural representation systems to simulate three-dimensional spaces at a time when the technical means to construct them did not yet exist. The relationship, however, is not unidirectional: while architecture lent its representational systems to the video game, the latter returned them transformed into popular culture, familiarising entire generations with graphic conventions previously confined to specialised fields. This bidirectionality between architectural representation and virtuality constitutes the core argument of the paper and points to a cultural impact that continues to the present day.