How to Play Eddo Stern

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Publisher : Lulu.com
ISBN 13 : 9780244307394
Total Pages : 226 pages
Book Rating : 4.3/5 (73 download)

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Book Synopsis How to Play Eddo Stern by : Domenico Quaranta

Download or read book How to Play Eddo Stern written by Domenico Quaranta and published by Lulu.com. This book was released on 2017-05-26 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Artist and game designer, Eddo Stern explores the uneasy and otherwise unconscious connections between physical existence and electronic simulation, surrounding the subject matters of violence, memory and identification. A game manual, a catalogue, a making of and an archive, How to Play Eddo Stern revolves around a selected body of works developed with di(erent media that can be understood as "games." Featuring an essay by Matteo Bittanti, the book is a deep dive into the massive amount of small bits and pieces that make up the folders of Stern's game projects: 3D models, texture maps and atlases, backdrops, animation frame sequences, code snippets, circuit diagrams, as well as emails, design documents, meeting notes, and installation diagrams. Co-produced with Haus der elektronischen Künste Basel.

Understanding Machinima

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1441124535
Total Pages : 377 pages
Book Rating : 4.4/5 (411 download)

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Book Synopsis Understanding Machinima by : Jenna Ng

Download or read book Understanding Machinima written by Jenna Ng and published by Bloomsbury Publishing USA. This book was released on 2013-07-30 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Critical Play

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Publisher : MIT Press
ISBN 13 : 0262518651
Total Pages : 363 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Critical Play by : Mary Flanagan

Download or read book Critical Play written by Mary Flanagan and published by MIT Press. This book was released on 2013-02-08 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Debugging Game History

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Publisher : MIT Press
ISBN 13 : 0262551101
Total Pages : 465 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Debugging Game History by : Henry Lowood

Download or read book Debugging Game History written by Henry Lowood and published by MIT Press. This book was released on 2024-02-06 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Works of Game

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Publisher : MIT Press
ISBN 13 : 0262029073
Total Pages : 157 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Works of Game by : John Sharp

Download or read book Works of Game written by John Sharp and published by MIT Press. This book was released on 2015-03-06 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

Gaming

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Publisher : U of Minnesota Press
ISBN 13 : 1452908680
Total Pages : 161 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Gaming by : Alexander R. Galloway

Download or read book Gaming written by Alexander R. Galloway and published by U of Minnesota Press. This book was released on 2006-05-27 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

Video Games as Art

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 311073110X
Total Pages : 125 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Video Games as Art by : Frank G. Bosman

Download or read book Video Games as Art written by Frank G. Bosman and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-11-07 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Digital Art in Ireland

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Publisher : Anthem Press
ISBN 13 : 1785274805
Total Pages : 206 pages
Book Rating : 4.7/5 (852 download)

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Book Synopsis Digital Art in Ireland by : James O'Sullivan

Download or read book Digital Art in Ireland written by James O'Sullivan and published by Anthem Press. This book was released on 2021-02-12 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays explores digital art in Ireland. Comprising contributions from EL Putnam, Anne Karhio, Ken Keating, Conor McGarrigle, Kieran Nolan, Claire Fitch, Kirstie North and Chris Clarke, it examines how new media technologies are shaping the island’s contemporary artistic practices. As one of the first dedicated culture-specific treatments of Irish digital art, it fills a major gap in the national media archaeology of Ireland, engaging with a range of topics, including electronic literature, video games and the data-city.

The Year's Work in Medievalism, 2011

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Publisher : Wipf and Stock Publishers
ISBN 13 : 1620323036
Total Pages : 111 pages
Book Rating : 4.6/5 (23 download)

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Book Synopsis The Year's Work in Medievalism, 2011 by : Edward L. Risden

Download or read book The Year's Work in Medievalism, 2011 written by Edward L. Risden and published by Wipf and Stock Publishers. This book was released on 2012-12-20 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Year's Work in Medievalism includes vetted essays from the Studies in Medievalism--now International Society for the Study of Medievalism--annual conference and from submissions to the editor throughout the year. The current volume includes a range of topics from medievalism in literature and art to the neomedievalism of movies and games. It includes these scholarly contributions: E. L. Risden, Introductory Letter from the Editor Gwendolyn Morgan, Recollections of Medievalism Richard Utz, Them Philologists: Philological Practices and Their Discontents from Nietzsche to Cerquiglini Clare Simmons, Really Ancient Druids in British Medievalist Drama Karl Fugelso, Neomedievalisms in Tom Phillips' Commedia Illustrations Jason Fisher, Some Contributions to Middle-earth Lexicography: Hapax Legomena in The Lord of the Rings Simon Roffey, The World of Warcraft: A Medievalist Perspective William Hodapp, Arthur, Beowulf, Robin Hood, and Hollywood's Desire for Origins M. J. Toswell, The Arthurian Landscapes of Guy Gavriel Kay

The Queer Games Avant-Garde

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Publisher : Duke University Press
ISBN 13 : 1478007303
Total Pages : 179 pages
Book Rating : 4.4/5 (78 download)

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Book Synopsis The Queer Games Avant-Garde by : Bo Ruberg

Download or read book The Queer Games Avant-Garde written by Bo Ruberg and published by Duke University Press. This book was released on 2020-03-20 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang

Digital Culture, Play, and Identity

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Publisher : MIT Press
ISBN 13 : 0262033704
Total Pages : 313 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Digital Culture, Play, and Identity by : Hilde Corneliussen

Download or read book Digital Culture, Play, and Identity written by Hilde Corneliussen and published by MIT Press. This book was released on 2008 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

Global Game Industries and Cultural Policy

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Author :
Publisher : Springer
ISBN 13 : 3319407600
Total Pages : 340 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Global Game Industries and Cultural Policy by : Anthony Fung

Download or read book Global Game Industries and Cultural Policy written by Anthony Fung and published by Springer. This book was released on 2017-02-10 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

Persuasive Games

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Publisher : MIT Press
ISBN 13 : 0262261944
Total Pages : 463 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Persuasive Games by : Ian Bogost

Download or read book Persuasive Games written by Ian Bogost and published by MIT Press. This book was released on 2010-08-13 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Interactive Stories and Video Game Art

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Author :
Publisher : CRC Press
ISBN 13 : 1315401207
Total Pages : 218 pages
Book Rating : 4.3/5 (154 download)

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Book Synopsis Interactive Stories and Video Game Art by : Chris Solarski

Download or read book Interactive Stories and Video Game Art written by Chris Solarski and published by CRC Press. This book was released on 2017-01-20 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Games and Gaming

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Author :
Publisher : Berg
ISBN 13 : 1847888380
Total Pages : 192 pages
Book Rating : 4.8/5 (478 download)

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Book Synopsis Games and Gaming by : Larissa Hjorth

Download or read book Games and Gaming written by Larissa Hjorth and published by Berg. This book was released on 2011-01-01 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.

V01CE

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Publisher : MIT Press
ISBN 13 : 0262549875
Total Pages : 437 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis V01CE by : Norie Neumark

Download or read book V01CE written by Norie Neumark and published by MIT Press. This book was released on 2023-12-05 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: Perspectives on the voice and technology, from discussions of voice mail and podcasts to reflections on dance and sound poetry. Voice has returned to both theoretical and artistic agendas. In the digital era, techniques and technologies of voice have provoked insistent questioning of the distinction between the human voice and the voice of the machine, between genuine and synthetic affect, between the uniqueness of an individual voice and the social and cultural forces that shape it. This volume offers interdisciplinary perspectives on these topics from history, philosophy, cultural theory, film, dance, poetry, media arts, and computer games. Many chapters demonstrate Lewis Mumford's idea of the “cultural preparation” that precedes technological innovation—that socially important new technologies are foreshadowed in philosophy, the arts, and everyday pastimes. Chapters cover such technologies as voice mail, podcasting, and digital approximations of the human voice. A number of authors explore the performance, performativity, and authenticity [(or 'authenticity effect') of voice in dance, poetry, film, and media arts]; while others examine more immaterial concerns—the voice's often-invoked magical powers, the ghostliness of disembodied voices, and posthuman vocalization. [The chapters evoke an often paradoxical reassertion of the human in the use of voice in mainstream media including recorded music, films, and computer games. Contributors Mark Amerika, Isabelle Arvers, Giselle Beiguelman, Philip Brophy, Ross Gibson, Brandon LaBelle, Thomas Levin, Helen Macallan, Virginia Madsen, Meredith Morse, Norie Neumark, Andrew Plain, John Potts, Theresa M. Senft, Nermin Saybasili, Amanda Stewart, Axel Stockburger, Michael Taussig, Martin Thomas, Theo van Leeuwen, Mark Wood

A Companion to Digital Art

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119225744
Total Pages : 644 pages
Book Rating : 4.1/5 (192 download)

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Book Synopsis A Companion to Digital Art by : Christiane Paul

Download or read book A Companion to Digital Art written by Christiane Paul and published by John Wiley & Sons. This book was released on 2022-01-06 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today’s digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. Showcases the critical and theoretical approaches in this fast-moving discipline Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists Tackles digital art’s primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art