Description

Book Synopsis

Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field.

Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art and the production of digital art. This new and revised edition features an extended critical introduction from the editors and updated interviews with the foremost artists in the field. Rounding out the book is a critique of the commercial videogame industry comprising essays on the current quality and originality of videogames.



Trade Review

''Recommended. Graduate students and above."

-- CHOICE, A. J. Wharton

Table of Contents

Introduction – Grethe Mitchell and Andy Clarke

Section I: Overviews

From Appropriation to Approximation – Axel Stockburger

Meltdown – Rebecca Cannon

Videogames as Literary Devices – Jim Andrews

High-Performance Play: The Making of Machinima – Henry Lowood

“Cracking the Maze”: Curator’s Note – Anne-Marie Schleiner

Section II: Artists on Art

Two Interviews with Brody Condon – Andy Clarke

In Conversation Fall 2003 and Spring 2012: Interviews with Joseph Delappe – Jon Winet

Figures in a Landscape: In Conversation with Gibson/Martelli (igloo) – Grethe Mitchell

The Idea of Doing Nothing: An Interview with Tobias Bernstrup – Francis Hunger

Staying in to Play: The Works of John Paul Bichard – John Paul Bichard

An Interview with Eddo Stern – Andy Clarke and Grethe Mitchell

The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus) – Jane Pinckard

The Evolution of a GBA Artist (2004) – Paul Catanese

From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991–2005 – Suzanne Treister

Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?) – M.A. Greenstein

Perspective Engines: An Interview with JODI – Francis Hunger

How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper) – Melanie Swalwell

Medieval Unreality: Initiating an Artistic Discourse on Albania’s Blood Feud by Editing a First-Person Shooter Game – Nina Czegledy and Maia Engeli

Section III: Games and other Art Forms

Should Videogames Be Viewed as Art? – Brett Martin

Some Notes on Aesthetics in Japanese Videogames – William Huber

The Computer as a Dollhouse (excerpts) – Tobey Crockett

Networking Power: Videogame Structure from Concept Art – Laurie Taylor

Fan Art as a Function of Agency in Oddworld Fan Culture – Gareth Schott and Andrew Burn

Will Computer Games Ever Be a Legitimate Art Form? – Ernest W. Adams Notes on Contributors and Artists

Videogames and Art: Second Edition

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Order before 4pm today for delivery by Wed 21 Jan 2026.

A Paperback / softback by Andy Clarke, Grethe Mitchell

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    View other formats and editions of Videogames and Art: Second Edition by Andy Clarke

    Publisher: Intellect Books
    Publication Date: 15/02/2014
    ISBN13: 9781841504193, 978-1841504193
    ISBN10: 184150419X

    Description

    Book Synopsis

    Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, Videogames and Art features in-depth essays that offer an unparalleled overview of the field.

    Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art and the production of digital art. This new and revised edition features an extended critical introduction from the editors and updated interviews with the foremost artists in the field. Rounding out the book is a critique of the commercial videogame industry comprising essays on the current quality and originality of videogames.



    Trade Review

    ''Recommended. Graduate students and above."

    -- CHOICE, A. J. Wharton

    Table of Contents

    Introduction – Grethe Mitchell and Andy Clarke

    Section I: Overviews

    From Appropriation to Approximation – Axel Stockburger

    Meltdown – Rebecca Cannon

    Videogames as Literary Devices – Jim Andrews

    High-Performance Play: The Making of Machinima – Henry Lowood

    “Cracking the Maze”: Curator’s Note – Anne-Marie Schleiner

    Section II: Artists on Art

    Two Interviews with Brody Condon – Andy Clarke

    In Conversation Fall 2003 and Spring 2012: Interviews with Joseph Delappe – Jon Winet

    Figures in a Landscape: In Conversation with Gibson/Martelli (igloo) – Grethe Mitchell

    The Idea of Doing Nothing: An Interview with Tobias Bernstrup – Francis Hunger

    Staying in to Play: The Works of John Paul Bichard – John Paul Bichard

    An Interview with Eddo Stern – Andy Clarke and Grethe Mitchell

    The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus) – Jane Pinckard

    The Evolution of a GBA Artist (2004) – Paul Catanese

    From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991–2005 – Suzanne Treister

    Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?) – M.A. Greenstein

    Perspective Engines: An Interview with JODI – Francis Hunger

    How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper) – Melanie Swalwell

    Medieval Unreality: Initiating an Artistic Discourse on Albania’s Blood Feud by Editing a First-Person Shooter Game – Nina Czegledy and Maia Engeli

    Section III: Games and other Art Forms

    Should Videogames Be Viewed as Art? – Brett Martin

    Some Notes on Aesthetics in Japanese Videogames – William Huber

    The Computer as a Dollhouse (excerpts) – Tobey Crockett

    Networking Power: Videogame Structure from Concept Art – Laurie Taylor

    Fan Art as a Function of Agency in Oddworld Fan Culture – Gareth Schott and Andrew Burn

    Will Computer Games Ever Be a Legitimate Art Form? – Ernest W. Adams Notes on Contributors and Artists

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