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Videogames and Art: Second Edition

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Videogames and Art: Second Edition Cover

 

Synopses & Reviews

Publisher Comments:

Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field.

Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art, and the production of digital art. This new and revised edition features an extended critical introduction from the editors and updated interviews with the foremost artists in the field. Rounding out the book is a critique of the commercial videogame industry comprising essays on the current quality and originality of videogames.

About the Author

Andy Clarke is an independent researcher and internet strategy consultant.
Grethe Mitchell is a reader in digital and new media at the University of Lincoln, UK.

Table of Contents

Introduction - Grethe Mitchell and Andy Clarke
and#160;
Section 1: Overviews
From Appropriation to Approximation - Axel Stockburger
Meltdown - Rebecca Cannon
Videogames as Literary Devices - Jim Andrews
High-Performance Play: The Making of Machinima - Henry Lowood
"Cracking the Maze" Curator's Noteand#160;- Anne-Marie Schleiner
and#160;
Section 2: Artists on Art
An Interview with Brody Condon - Andy Clarke
In Conversation Fall 2003: An Interview with Joseph DeLappe - Jon Winet
The Idea of Doing Nothing: An Interview with Tobias Bernstrup -and#160;Francis
and#160;and#160;and#160;and#160; Hunger
The Isometric Museum: The SimGallery Online Project: An Interview with
and#160;and#160;and#160;and#160; Curators Katherine Isbister and Rainey Straus - Jane Pinckard
The Evolution of a GBA Artist - Paul Catanese
From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky
and#160;and#160;and#160;and#160; 1991-2005 - Suzanne Treister
Virtual Retrofit (or What Makes Computer Gaming so Damn Racy?) -
and#160;and#160;and#160;and#160; M. A. Greenstein
Perspective Engines: An Interview with JODI - Francis Hunger
Independent Game Development: Two Views from Australia - Melanie Swalwell
Medieval Unreality: Initiating an Artistic Discourse on Albania's Blood Feud by
and#160;and#160;and#160;and#160; Editing a First-Person Shooter Game - Nina Czegledy and Maia Engeli
and#160;
Section 3: Games and Other Art Forms
Should Videogames be Viewed as Art? - Brett Martin
Some Notes on Aesthetics in Japanese Videogames - William Huber
The Computer as a Dollhouse (excerpts) - Tobey Crockett
Networking Power: Videogame Structure from Concept Art - Laurie Taylor
Fan-Art as a Function of Agency in Oddworld Fan-Culture - Gareth Schott and
and#160;and#160;and#160;and#160; Andrew Burn
Will Computer Games Ever beand#160;a Legitimate Art Form? - Ernest W. Adams
and#160;
Notes on Contributors and Artists
Index

Product Details

ISBN:
9781841504193
Author:
Clarke, Andy
Publisher:
Intellect (UK)
Author:
Mitchell, Grethe
Subject:
General Art
Subject:
Art - General
Edition Description:
Hardcover
Publication Date:
20140231
Binding:
TRADE PAPER
Language:
English
Illustrations:
80 halftones
Pages:
283
Dimensions:
9 x 7 in

Related Subjects

Arts and Entertainment » Art » General
Children's » General
Computers and Internet » Computers Reference » General
Computers and Internet » Personal Computers » General
History and Social Science » Sociology » Media

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