Author: Grant Tavinor
Publisher: John Wiley & Sons
ISBN: 9781444310184
Category : Computers
Languages : en
Pages : 240
Book Description
The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art
The Art of Videogames
Author: Grant Tavinor
Publisher: John Wiley & Sons
ISBN: 9781444310184
Category : Computers
Languages : en
Pages : 240
Book Description
The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art
Publisher: John Wiley & Sons
ISBN: 9781444310184
Category : Computers
Languages : en
Pages : 240
Book Description
The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art
Video Games as Art
Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124
Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110731010
Category : History
Languages : en
Pages : 124
Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
The Routledge Companion to Video Game Studies
Author: Mark J.P. Wolf
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832
Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832
Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Video Game Art Reader
Author: Tiffany Funk
Publisher: Amherst College Press
ISBN: 1943208425
Category : Art
Languages : en
Pages : 67
Book Description
This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes. Contributions by Christopher Barney, Enrica Lovaglio Costello, Ross De Vito, Chanelle Mosquera, Zack Ragozzino, Gabriella Santiago, Bobby Schweizer, Christopher W. Totten, Dr. Zöe J. Wood, and Robert Yang.
Publisher: Amherst College Press
ISBN: 1943208425
Category : Art
Languages : en
Pages : 67
Book Description
This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes. Contributions by Christopher Barney, Enrica Lovaglio Costello, Ross De Vito, Chanelle Mosquera, Zack Ragozzino, Gabriella Santiago, Bobby Schweizer, Christopher W. Totten, Dr. Zöe J. Wood, and Robert Yang.
Video Games and the Global South
Author: Phillip Penix-Tadsen
Publisher: Lulu.com
ISBN: 0359641393
Category : Computers
Languages : en
Pages : 302
Book Description
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Publisher: Lulu.com
ISBN: 0359641393
Category : Computers
Languages : en
Pages : 302
Book Description
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Interactive Stories and Video Game Art
Author: Chris Solarski
Publisher: CRC Press
ISBN: 1315401215
Category : Computers
Languages : en
Pages : 221
Book Description
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories
Publisher: CRC Press
ISBN: 1315401215
Category : Computers
Languages : en
Pages : 221
Book Description
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art The definitive framework for designing interactive stories
Integrating Video Game Research and Practice in Library and Information Science
Author: Ratliff, Jacob A.
Publisher: IGI Global
ISBN: 1466681764
Category : Language Arts & Disciplines
Languages : en
Pages : 316
Book Description
Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.
Publisher: IGI Global
ISBN: 1466681764
Category : Language Arts & Disciplines
Languages : en
Pages : 316
Book Description
Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.
Gaming: Unraveling the Art of Epic Gaming Experiences (Demystifying the Digital Playground for Modern Parents)
Author: Curtis Sheffield
Publisher: Curtis Sheffield
ISBN:
Category : Games & Activities
Languages : en
Pages : 43
Book Description
Discover how doctors are using VR to save lives, how AR is changing the way we shop, and how these technologies are being used to address social and humanitarian challenges. Through detailed case studies, expert analysis, and futuristic visions, this book reveals the incredible potential of VR and AR to improve our society and enrich our personal lives. This book offers a balanced viewpoint via professional assessments and comments, showcasing both the scientific wonders and the moral and practical difficulties of incorporating such cutting-edge technology into our everyday lives. It offers insights into the impact of AI on game design, player experiences, and the future of the gaming industry. Whether you're an enthusiast or simply curious about the intersection of AI and gaming, this book provides valuable insights into this dynamic and ever-evolving field.
Publisher: Curtis Sheffield
ISBN:
Category : Games & Activities
Languages : en
Pages : 43
Book Description
Discover how doctors are using VR to save lives, how AR is changing the way we shop, and how these technologies are being used to address social and humanitarian challenges. Through detailed case studies, expert analysis, and futuristic visions, this book reveals the incredible potential of VR and AR to improve our society and enrich our personal lives. This book offers a balanced viewpoint via professional assessments and comments, showcasing both the scientific wonders and the moral and practical difficulties of incorporating such cutting-edge technology into our everyday lives. It offers insights into the impact of AI on game design, player experiences, and the future of the gaming industry. Whether you're an enthusiast or simply curious about the intersection of AI and gaming, this book provides valuable insights into this dynamic and ever-evolving field.
Are Video Games Art?
Author: Marc Ryan
Publisher: R. Gobbe
ISBN:
Category : Games & Activities
Languages : en
Pages : 20
Book Description
"Video Games Are Not Art", or so it is said. Of course, this contention could be left well enough alone, and the video game industry would continue to make its yield – (an output that surpassed Hollywood’s gross income many Academy Award ceremonies ago). But should it be left alone, should it even matter who or what is artistic or what is art? The author addresses the notion with a series of counter-attacks upon the common arguments and usual offenders who deny this status to the world's most lucrative form of entertainment. Addressing each of the typical criticisms of the artistic merit of games, "Are Video Games Art?" is a comprehensive deconstruction of these complaints, and provides sound, down-to-earth arguments for the positive position. Re-issued with a new Afterword and update by the author: 15 June 2013.
Publisher: R. Gobbe
ISBN:
Category : Games & Activities
Languages : en
Pages : 20
Book Description
"Video Games Are Not Art", or so it is said. Of course, this contention could be left well enough alone, and the video game industry would continue to make its yield – (an output that surpassed Hollywood’s gross income many Academy Award ceremonies ago). But should it be left alone, should it even matter who or what is artistic or what is art? The author addresses the notion with a series of counter-attacks upon the common arguments and usual offenders who deny this status to the world's most lucrative form of entertainment. Addressing each of the typical criticisms of the artistic merit of games, "Are Video Games Art?" is a comprehensive deconstruction of these complaints, and provides sound, down-to-earth arguments for the positive position. Re-issued with a new Afterword and update by the author: 15 June 2013.