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

    Product form

    £42.26

    Includes FREE delivery

    RRP £46.95 – you save £4.69 (9%)

    Order before 4pm tomorrow for delivery by Fri 19 Jun 2026.

    A Paperback / softback by Andy Clarke, Grethe Mitchell

    Out of stock


      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

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account