Video Game Art Reader : Volume 2 / version_2.1.2018 / version_2.1.2018 /

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 nav...

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Bibliographic Details
Other Authors: Reed, Michael (Editor), Funk, Tiffany (Editor)
Format: Electronic eBook
Language:English
Published: Amherst, Massachusetts : Amherst College Press, [2018]
Series:Book collections on Project MUSE.
Subjects:
Online Access:Full text available:
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245 0 0 |a Video Game Art Reader :   |b Volume 2 /   |n version_2.1.2018 /  |c Editor-in-Chief, Tiffany Funk ; Managing Editor, Michael Reed.  |n version_2.1.2018 / 
264 1 |a Amherst, Massachusetts :  |b Amherst College Press,  |c [2018] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2024 
264 4 |c ©[2018] 
300 |a 1 online resource:   |b illustrations 
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506 0 |a Open Access  |f Unrestricted online access  |2 star 
520 3 |a 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. 
588 |a Description based on print version record. 
650 7 |a Video games  |x Social aspects.  |2 fast  |0 (OCoLC)fst01166440 
650 7 |a Video games  |x Design.  |2 fast  |0 (OCoLC)fst01166425 
650 7 |a Computer art.  |2 fast  |0 (OCoLC)fst00872033 
650 6 |a Jeux video  |x Aspect social. 
650 6 |a Jeux video  |x Conception. 
650 0 |a Computer art. 
650 0 |a Video games  |x Social aspects. 
650 0 |a Video games  |x Design. 
655 7 |a Electronic books.   |2 local 
700 1 |a Reed, Michael,  |e editor. 
700 1 |a Funk, Tiffany,  |e editor. 
710 2 |a Michigan Publishing (University of Michigan),  |e publisher. 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Full text available:   |u https://muse.jhu.edu/book/101009/ 
999 |c 235506  |d 235505