Gamescenes Art In The Age Of Videogames
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Gamescenes
Author | : Matteo Bittanti,Domenico Quaranta |
Publsiher | : Johan & Levi Editore |
Total Pages | : 468 |
Release | : 2006 |
Genre | : Art |
ISBN | : STANFORD:36105121408095 |
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Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.
Artists Re thinking Games
Author | : Ruth Catlow,Marc Garrett,Corrado Morgana |
Publsiher | : Liverpool University Press |
Total Pages | : 0 |
Release | : 2010 |
Genre | : Art |
ISBN | : 1846312477 |
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Since the beginning of the twenty-first century, artists have embraced the tools and culture of digital gaming to create artwork that challenges the norms and expectations of both the game and art worlds. Artists Re:thinking Games explores the themes adopted by artists working at the intersections of computer games and the visual arts and includes essays and interviews with a range of visual artists, developers, and new media scholars including Mathius Fuchs, Anne-Marie Schleiner, Bill Viola, and Emma Westecott. Not your average computer games reader, Artists Re:thinking Games brings together experts in the field who take a critical, sometimes subversive, but always fresh look at computer games.
Video Game Art Reader
Author | : Tiffany Funk |
Publsiher | : Amherst College Press |
Total Pages | : 99 |
Release | : 2022-04 |
Genre | : Art |
ISBN | : 9781943208449 |
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This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games--as unique, participatory artworks--model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating. Contributions by Anna Anthropy , Andrew Bailey, Michael Anthony DeAnda, Luisa Salvador Dias, Tiffany Funk, Elizabeth LaPensée, Treva Michelle Legassie, Michael Paramo, and Martin Zeilinger.
Videogames and Art
Author | : Andy Clarke,Grethe Mitchell |
Publsiher | : Intellect Books |
Total Pages | : 296 |
Release | : 2007 |
Genre | : Art |
ISBN | : UOM:39015069308545 |
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Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.
Analyzing Art Culture and Design in the Digital Age
Author | : Mura, Gianluca |
Publsiher | : IGI Global |
Total Pages | : 330 |
Release | : 2015-09-23 |
Genre | : Art |
ISBN | : 9781466686809 |
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Technological advancements have influenced many fields of study, and the visual arts are no exception. With the development of new creative software and computer programs, artists and designers are free to create in a digital context, equipped with precision and efficiency. Analyzing Art, Culture, and Design in the Digital Age brings together a collection of chapters on the digital tools and processes impacting the fields of art and design, as well as related cultural experiences in the digital sphere. Including the latest scholarly research on the application of technology to the study, implementation, and culture of creative practice, this publication is an essential reference source for researchers, academicians, and professionals interested in the influence of technology on art, design, and culture. This publication features timely, research-based chapters discussing the connections between art and technology including, but not limited to, virtual art and design, the metaverse, 3D creative design environments, cultural communication, and creative social processes.
Encyclopedia of Video Games 2 volumes
Author | : Mark J. P. Wolf |
Publsiher | : Bloomsbury Publishing USA |
Total Pages | : 991 |
Release | : 2012-08-16 |
Genre | : Social Science |
ISBN | : 9798216161813 |
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This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
Intermedia Games Games Inter Media
Author | : Michael Fuchs,Jeff Thoss |
Publsiher | : Bloomsbury Publishing USA |
Total Pages | : 247 |
Release | : 2019-02-21 |
Genre | : Social Science |
ISBN | : 9781501330506 |
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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Computer Games as a Sociocultural Phenomenon
Author | : A. Jahn-Sudmann,R. Stockmann |
Publsiher | : Springer |
Total Pages | : 229 |
Release | : 2008-01-17 |
Genre | : Social Science |
ISBN | : 9780230583306 |
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Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.