The LOST

Locked Doors and Openings


This page explores gating mechanics and controlled access, questioning whether restricted access in interactive spaces enhances or hinders construction.





PATHS.

Which way will you go?

The Lost /
The Dead

Hidden Clues & Breadcrumbs

A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them? 

Dance









Footnotes & References


  • Core Theoretical Foundations:

    1. Foucault, M. (1975). Discipline and Punish (on spatial control).

    2. Lessig, L. (1999). Code and Other Laws of Cyberspace (on access restriction as power).

    3. Jenkins, H. (2004). Game Design as Narrative Architecture (on environmental storytelling).
    4.  
  • Critical Debates and Counterarguments:

    1. Manovich, L. (2001). The Language of New Media (arguing digital spaces offer illusionary freedom).

    2. Koster, R. (2004). A Theory of Fun for Game Design (suggesting that obstacles enhance meaning).

    3. Bogost, I. (2012). Alien Phenomenology (challenging whether interaction matters to meaning).
    4.  
  • Empirical Studies & Case Studies:

    1. The Witness (game where knowledge unlocks space, rather than keys).
    2. The Room (puzzle game where space is layered rather than locked).
    3. Escape Rooms (where opening locks is an act of meaning-making).
    4.