Videogames and Art
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Description
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.
Section 1: OverviewsFrom Appropriation to Approximation – Axel StockburgerMeltdown – Rebecca CannonVideogames as Literary Devices – Jim AndrewsHigh-Performance Play: The Making of Machinima – Henry Lowood“Cracking the Maze” Curator’s Note - Anne-Marie Schleiner
Section 2: Artists on ArtAn Interview with Brody Condon – Andy ClarkeIn Conversation Fall 2003: An Interview with Joseph DeLappe – Jon WinetThe Idea of Doing Nothing: An Interview with Tobias Bernstrup - Francis HungerThe Isometric Museum: The SimGallery Online Project: An Interview with
Curators Katherine Isbister and Rainey Straus – Jane PinckardThe Evolution of a GBA Artist – Paul CataneseFrom Fictional Videogame Stills to Time Travelling with Rosalind Brodsky 1991-2005 – Suzanne TreisterVirtual Retrofit (or What Makes Computer Gaming so Damn Racy?) –
M. A. GreensteinPerspective Engines: An Interview with JODI – Francis HungerIndependent Game Development: Two Views from Australia – Melanie SwalwellMedieval Unreality: Initiating an Artistic Discourse on Albania’s Blood Feud by
Editing a First-Person Shooter Game – Nina Czegledy and Maia Engeli