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...
| Autores: | , |
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| 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 |
| 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. |
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