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Avant-garde videogames : playing with technoculture /

The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewin...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Schrank, Brian, 1976- (Autor)
Otros Autores: Bolter, J. David, 1951- (writer of foreword.)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Massachusetts : The MIT Press, [2014]
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Schrank, Brian,  |d 1976-  |e author. 
245 1 0 |a Avant-garde videogames :  |b playing with technoculture /  |c Brian Schrank ; foreword by Jay David Bolter. 
264 1 |a Cambridge, Massachusetts :  |b The MIT Press,  |c [2014] 
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504 |a Includes bibliographical references (pages 189-204) and index. 
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505 0 |a Videogames as avant-garde art -- Radical formal -- Radical political -- Complicit formal -- Complicit political -- Narrative formal -- Narrative political. 
520 |a The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality -- as in alternate reality games, which adapt Situationist strategies for a mass audience. 
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650 0 |a Video games  |x Design. 
650 0 |a New media art. 
650 0 |a Video games  |x Social aspects. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Arts médiatiques. 
650 6 |a Jeux vidéo  |x Aspect social. 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a New media art  |2 fast 
650 7 |a Video games  |x Design  |2 fast 
650 7 |a Video games  |x Social aspects  |2 fast 
653 |a GAME STUDIES/Games & Culture 
653 |a GAME STUDIES/General 
653 |a SOCIAL SCIENCES/Media Studies 
700 1 |a Bolter, J. David,  |d 1951-  |e writer of foreword. 
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