|
|
|
|
LEADER |
00000cam a2200000 i 4500 |
001 |
JSTOR_on1158505793 |
003 |
OCoLC |
005 |
20231005004200.0 |
006 |
m o d |
007 |
cr unu|||||||| |
008 |
200611s2021 inuab ob 001 0 eng |
010 |
|
|
|a 2020026117
|
040 |
|
|
|a DLC
|b eng
|e rda
|e pn
|c DLC
|d OCLCO
|d OCLCF
|d YDX
|d EBLCP
|d YDX
|d N$T
|d OCLCQ
|d JSTOR
|d TOH
|d ORU
|d P@U
|d OCLCO
|d OCLCQ
|d OCLCO
|
020 |
|
|
|a 0253054508
|q electronic book
|
020 |
|
|
|a 9780253054524
|q electronic book
|
020 |
|
|
|a 0253054524
|q electronic book
|
020 |
|
|
|a 9780253054500
|q (electronic bk.)
|
020 |
|
|
|z 9780253054494
|q paperback
|
020 |
|
|
|z 9780253054487
|q hardcover
|
029 |
1 |
|
|a AU@
|b 000067267738
|
035 |
|
|
|a (OCoLC)1158505793
|
037 |
|
|
|a 22573/ctv1c3gff8
|b JSTOR
|
042 |
|
|
|a pcc
|
050 |
0 |
4 |
|a GV1469.34.S52
|b P43 2021
|
072 |
|
7 |
|a GAM
|x 013000
|2 bisacsh
|
072 |
|
7 |
|a SOC
|x 052000
|2 bisacsh
|
072 |
|
7 |
|a COM
|x 079000
|2 bisacsh
|
082 |
0 |
0 |
|a 794.8
|2 23
|
049 |
|
|
|a UAMI
|
100 |
1 |
|
|a Pederson, Claudia Costa,
|e author.
|
245 |
1 |
0 |
|a Gaming utopia :
|b ludic worlds in art, design, and media /
|c Claudia Costa Pederson.
|
264 |
|
1 |
|a Bloomington, Indiana :
|b Indiana University Press,
|c [2021]
|
300 |
|
|
|a 1 online resource (ix, 266 pages) :
|b illustrations, map
|
336 |
|
|
|a text
|b txt
|2 rdacontent
|
337 |
|
|
|a computer
|b n
|2 rdamedia
|
338 |
|
|
|a online resource
|b nc
|2 rdacarrier
|
504 |
|
|
|a Includes bibliographical references and index.
|
505 |
0 |
|
|a The Avant-Garde Plays -- Action, Participation, and the Digital Avant-Garde -- Cybernetic Ecologies of Art and Counterculture -- Gaming Electronic Civil Disobedience -- A Dreampolitik of Persuasive and Other Queer Games -- Conclusion: Unfinished Processes.
|
520 |
|
|
|a "In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world"--
|c Provided by publisher.
|
588 |
|
|
|a Description based on online resource; title from digital title page (viewed on February 15, 2021).
|
590 |
|
|
|a JSTOR
|b Books at JSTOR All Purchased
|
590 |
|
|
|a JSTOR
|b Books at JSTOR Demand Driven Acquisitions (DDA)
|
650 |
|
0 |
|a Video games
|x Social aspects.
|
650 |
|
0 |
|a Utopias.
|
650 |
|
6 |
|a Jeux vidéo
|x Aspect social.
|
650 |
|
6 |
|a Utopies.
|
650 |
|
7 |
|a utopian literature.
|2 aat
|
650 |
|
7 |
|a utopias.
|2 aat
|
650 |
|
7 |
|a GAMES / Video & Electronic
|2 bisacsh
|
650 |
|
7 |
|a Utopias
|2 fast
|
650 |
|
7 |
|a Video games
|x Social aspects
|2 fast
|
776 |
0 |
8 |
|i Print version:
|a Pederson, Claudia Costa.
|t Gaming utopia
|d Bloomington, Indiana : Indiana University Press, [2021]
|z 9780253054494
|w (DLC) 2020026116
|
856 |
4 |
0 |
|u https://jstor.uam.elogim.com/stable/10.2307/j.ctv1c3pdr4
|z Texto completo
|
938 |
|
|
|a ProQuest Ebook Central
|b EBLB
|n EBL30448823
|
938 |
|
|
|a Project MUSE
|b MUSE
|n musev2_100491
|
938 |
|
|
|a ProQuest Ebook Central
|b EBLB
|n EBL6425465
|
938 |
|
|
|a YBP Library Services
|b YANK
|n 17160331
|
938 |
|
|
|a YBP Library Services
|b YANK
|n 301806640
|
938 |
|
|
|a EBSCOhost
|b EBSC
|n 2708169
|
994 |
|
|
|a 92
|b IZTAP
|