Videogames and Art -

Videogames and Art

Andy Clarke, Grethe Mitchell (Herausgeber)

Buch | Hardcover
283 Seiten
2007
Intellect Books (Verlag)
978-1-84150-142-0 (ISBN)
43,65 inkl. MwSt
  • Titel ist leider vergriffen;
    keine Neuauflage
  • Artikel merken
This book features in-depth essays that offer an overview of the field of video game art. Of particular interest are machinima, game console artwork, politically oriented videogame art, and the production of digital art. This new and revised edition has an extended critical introduction and updated interviews with the foremost artists in the field.
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.

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.

Part One: Overviews, Chapter 1: 'From Appropriation to Approximation' - Page 25 - Axel Stockburger Chapter 2: 'Meltdown' - Page 38 - Rebecca Cannon Chapter 3: 'Videogames as Literary Devices' - Page 54 - Jim Andrews Chapter 4: 'High-Performance Play: The Making of Machinima' - Page 59 - Henry Lowood Chapter 5: '"Cracking the Maze" Curator's Note' - Page 80 - Anne-Marie Schleiner Part Two: Artists on Art, Chapter 6: 'An Interview with Brody Condon' - Page 85 - Andy Clarke Chapter 7: 'In Conversation Fall 2003: An Interview with Joseph DeLappe' - Page 94 - Jon Winet Chapter 8: 'The Idea of Doing Nothing: An Interview with Tobias Bernstrup' - Page 107 - Francis Hunger Chapter 9: 'The Isometric Museum: The SimGallery Online Project. An Interview with Curators Katherine Isbister and Rainey Straus' - Page 116 - Jane Pinckard Chapter 10: 'The Evolution of a GBA Artist' - Page 127 - Paul Catanese Chapter 11: 'From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky 1991-2005' - Page 130 - Suzanne Treister Chapter 12: 'Virtual Retrofit (or What Makes Computer Gaming so Damn Racy?)' - Page 144 - M. A. Greenstein Chapter 13: 'Perspective Engines: An Interview with JODI' - Page 152 - Francis Hunger Chapter 14: 'Independent Game Development: Two Views from Australia' - Page 160 - Melanie Swalwell Chapter 15: 'Medieval Unreality: Initiating an Artistic Discourse on Albania's Blood Feud by Editing a First-Person Shooter Game' - Page 181 - Nina Czegledy and Maia Engeli Part Three: Games and Other Art Forms, Chapter 16: 'Should Videogames be Viewed as Art?' - Brett Martin Chapter 17: 'Some Notes on Aesthetics in Japanese Videogames' - Page 211 - William Huber Chapter 18: 'The Computer as a Dollhouse (excerpts)' - Page 219 - Tobey Crockett Chapter 19: 'Networking Power: Videogame Structure from Concept Art' - Page 226 - Laurie Taylor Chapter 20: 'Fan-Art as a Function of Agency in Oddworld Fan-Culture' - Page 238 - Gareth Schott and Andrew Burn Chapter 21:' Will Computer Games Ever be a Legitimate Art Form?' - Page 255 - Ernest W. Adams

Sprache englisch
Maße 171 x 229 mm
Themenwelt Kunst / Musik / Theater Kunstgeschichte / Kunststile
Informatik Weitere Themen Computerspiele
ISBN-10 1-84150-142-5 / 1841501425
ISBN-13 978-1-84150-142-0 / 9781841501420
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich