Description

Book Synopsis
This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history.

Trade Review

"An established scholar of the sociology of gaming and computers, Kirkpatrick (Univ. of Manchester, UK) argues video games are autonomous cultural forms that should be considered art."

"Kirkpatrick positions the aesthetics of video games in interactivity, outside the traditional realm of formal or literary representation."

"......adds a distinct, if rather conservative, perspective on video game play to the burgeoning field of game studies."

I have yet to encounter a book as extensive and thought-provoking as Aesthetic Theory and the Video Game.

...Kirkpatrick’s book is an illuminating exploration of how a players body and a game intertwine, or how, “a generation of young men have grown up dancing with their hands.”

There is no doubt that this book is important: for the academic theorization of gameplay, aesthetic theory, and cultural studies in its broadest, interdisciplinary or ‘indisiciplined’ manifestations… Rancière is one of a plethora of writers with whom Kirkpatrick artfully weaves propositions and readings of games to accumulate a coherently mapped theory of gaming as an aesthetic cultural practice... I have yet to encounter a book as extensive and thought provoking as Aesthetic Theory and the Video Game.

You’ll never look at a controller the same way again after Kirkpatrick explains how we’ve been conditioned to use carefully designed blobs of plastic to influence an image.

-- .

Table of Contents

Acknowledgements
Introduction
1. The Aesthetic Approach
Why an aesthetic approach?
Play and form
Form, taste and society
Art and politics
Culture industry revisited
2. Ludology, Space and Time
From ergodicity to ludology
Gameness and its limits
Abstraction, virtual space and simulacra
The rhythm of suspended time
Ludology, narratology and aesthetics
3. Controller, Hand, Screen
Form, vision and matter
Hands and touch
The controller
Video game image
Embodied activity and culture
4. Games, Dance and Gender
Dance and art
Habitus and embodied play
Choreography in ‘Mirror’s Edge’
A dance aesthetic
Choreography and discourse
Aesthetics and gender
5. Meaning and Virtual Worlds
Fictional worldness
Neo-baroque entertainment culture
Form and fictional content
Death and allegory
Play and mourning
6. Political Aesthetics
Unit operations
Rhetoric and persuasion
Badiou’s inaesthetics
The ludological truth-event
Dancing our way to where?
Index

Aesthetic Theory and the Video Game

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A Paperback by Graeme Kirkpatrick

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    View other formats and editions of Aesthetic Theory and the Video Game by Graeme Kirkpatrick

    Publisher: Manchester University Press
    Publication Date: 8/31/2011 12:00:00 AM
    ISBN13: 9780719077180, 978-0719077180
    ISBN10: 0719077184

    Description

    Book Synopsis
    This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history.

    Trade Review

    "An established scholar of the sociology of gaming and computers, Kirkpatrick (Univ. of Manchester, UK) argues video games are autonomous cultural forms that should be considered art."

    "Kirkpatrick positions the aesthetics of video games in interactivity, outside the traditional realm of formal or literary representation."

    "......adds a distinct, if rather conservative, perspective on video game play to the burgeoning field of game studies."

    I have yet to encounter a book as extensive and thought-provoking as Aesthetic Theory and the Video Game.

    ...Kirkpatrick’s book is an illuminating exploration of how a players body and a game intertwine, or how, “a generation of young men have grown up dancing with their hands.”

    There is no doubt that this book is important: for the academic theorization of gameplay, aesthetic theory, and cultural studies in its broadest, interdisciplinary or ‘indisiciplined’ manifestations… Rancière is one of a plethora of writers with whom Kirkpatrick artfully weaves propositions and readings of games to accumulate a coherently mapped theory of gaming as an aesthetic cultural practice... I have yet to encounter a book as extensive and thought provoking as Aesthetic Theory and the Video Game.

    You’ll never look at a controller the same way again after Kirkpatrick explains how we’ve been conditioned to use carefully designed blobs of plastic to influence an image.

    -- .

    Table of Contents

    Acknowledgements
    Introduction
    1. The Aesthetic Approach
    Why an aesthetic approach?
    Play and form
    Form, taste and society
    Art and politics
    Culture industry revisited
    2. Ludology, Space and Time
    From ergodicity to ludology
    Gameness and its limits
    Abstraction, virtual space and simulacra
    The rhythm of suspended time
    Ludology, narratology and aesthetics
    3. Controller, Hand, Screen
    Form, vision and matter
    Hands and touch
    The controller
    Video game image
    Embodied activity and culture
    4. Games, Dance and Gender
    Dance and art
    Habitus and embodied play
    Choreography in ‘Mirror’s Edge’
    A dance aesthetic
    Choreography and discourse
    Aesthetics and gender
    5. Meaning and Virtual Worlds
    Fictional worldness
    Neo-baroque entertainment culture
    Form and fictional content
    Death and allegory
    Play and mourning
    6. Political Aesthetics
    Unit operations
    Rhetoric and persuasion
    Badiou’s inaesthetics
    The ludological truth-event
    Dancing our way to where?
    Index

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