Description

Book Synopsis
The first thorough investigation of the video game as an artistic medium.

Trade Review
"This book offers a historical, formal analysis of video games that no other book to date has provided in such detail... Wolf also effectively investigates the scientific and market forces that aligned with the development of video games to create a powerful cultural force." - Heather Gilmour, Executive Producer, American Film Institute New Media Ventures

Table of Contents
  • Foreword: Ralph H. Baer
  • Acknowledgments
  • Introduction: Mark J. P. Wolf
  • I. The Emergence of the Video Game
    • 1. The Video Game as a Medium (Mark J. P. Wolf)
    • 2. Super Mario Nation (Steven L. Kent)
  • II. Formal Aspects of the Video Game
    • 3. Space in the Video Game (Mark J. P. Wolf)
    • 4. Time in the Video Game (Mark J. P. Wolf)
    • 5. Narrative in the Video Game (Mark J. P. Wolf)
    • 6. Genre and the Video Game (Mark J. P. Wolf)
  • III. The Video Game in Society and Culture
    • 7. Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image (Rochelle Slovin)
    • 8. Play It Again, Pac-Man (Charles Bernstein)
    • 9. Archetypes on Acid: Video Games and Culture (Rebecca R. Tews)
  • Appendix: Resources for Video Game Research (Mark J. P. Wolf)
  • Index
  • About the Contributors

The Medium of the Video Game

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    £999.99

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    A Paperback / softback by Mark J. P. Wolf, Ralph H. Baer

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      View other formats and editions of The Medium of the Video Game by Mark J. P. Wolf

      Publisher: University of Texas Press
      Publication Date: Publication Date: 01/04/2002
      ISBN13: 9780292791503, 978-0292791503
      ISBN10: 029279150X

      Description

      Book Synopsis
      The first thorough investigation of the video game as an artistic medium.

      Trade Review
      "This book offers a historical, formal analysis of video games that no other book to date has provided in such detail... Wolf also effectively investigates the scientific and market forces that aligned with the development of video games to create a powerful cultural force." - Heather Gilmour, Executive Producer, American Film Institute New Media Ventures

      Table of Contents
      • Foreword: Ralph H. Baer
      • Acknowledgments
      • Introduction: Mark J. P. Wolf
      • I. The Emergence of the Video Game
        • 1. The Video Game as a Medium (Mark J. P. Wolf)
        • 2. Super Mario Nation (Steven L. Kent)
      • II. Formal Aspects of the Video Game
        • 3. Space in the Video Game (Mark J. P. Wolf)
        • 4. Time in the Video Game (Mark J. P. Wolf)
        • 5. Narrative in the Video Game (Mark J. P. Wolf)
        • 6. Genre and the Video Game (Mark J. P. Wolf)
      • III. The Video Game in Society and Culture
        • 7. Hot Circuits: Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image (Rochelle Slovin)
        • 8. Play It Again, Pac-Man (Charles Bernstein)
        • 9. Archetypes on Acid: Video Games and Culture (Rebecca R. Tews)
      • Appendix: Resources for Video Game Research (Mark J. P. Wolf)
      • Index
      • About the Contributors

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