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Videogames and Art.

By: Material type: TextTextPublication details: Intellect, Limited, 2013.Description: 260 pagesISBN:
  • 9781841504193
  • 184150419X
Subject(s): DDC classification:
  • 794.8 CLA
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan LSAD Library Main Collection 794.8 CLA (Browse shelf(Opens below)) 1 Checked out 30/06/2020 39002100467845

Enhanced descriptions from Syndetics:

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.

Table of contents provided by Syndetics

  • Introduction (p. 1)
  • Section I Overviews (p. 29)
  • From Appropriation to Approximation (p. 31)
  • Meltdown (p. 47)
  • Videogames as Literary Devices (p. 67)
  • High-Performance Play: The Making of Machinima (p. 75)
  • "Cracking the Maze": Curator's Note (p. 99)
  • Section II Artists on Art (p. 103)
  • Two Interviews with Brody Condon (p. 105)
  • In Conversation Fall 2003 and Spring 2012: Interviews with Joseph Delappe (p. 127)
  • Figures in a Landscape: In Conversation with Gibson/Martelli (igloo) (p. 155)
  • The Idea of Doing Nothing: An Interview with Tobias Bernstrup (p. 179)
  • Staying in to Play: The Works of John Paul Bichard (p. 191)
  • An Interview with Eddo Stern (p. 215)
  • The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus) (p. 235)
  • The Evolution of a GBA Artist (2004) (p. 249)
  • From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991-2005 (p. 259)
  • Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?) (p. 275)
  • Perspective Engines: An Interview with JODI (p. 285)
  • How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper) (p. 295)
  • Medieval Unreality: Initiating an Artistic Discourse on Albania's Blood Feud by Editing a First-Person Shooter Game (p. 321)
  • Section III Games and Other Art Forms (p. 343)
  • Should Videogames Be Viewed as Art? (p. 345)
  • Some Notes on Aesthetics in Japanese Videogames (p. 357)
  • The Computer as a Dollhouse (excerpts) (p. 369)
  • Networking Power: Videogame Structure from Concept Art (p. 379)
  • Fan Art as a Function of Agency in Oddworld Fan Culture (p. 395)
  • Will Computer Games Ever Be a Legitimate Art Form? (p. 417)
  • Notes on Contributors and Artists (p. 431)

Author notes provided by Syndetics

Grethe Mitchell is Reader in Digital and New Media at the University of Lincoln, UK.
Andy Clarke is a writer and unaffiliated researcher. They have worked extensively together, collaborating on numerous papers and lectures on videogames and related fields.

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