Computer Games As Landscape Art [electronic resource] / by Peter Nelson.
Erişim Adresi
ISBN
9783031376344
Dil Kodu
İngilizce
Yer Numarası
EK/4799
Basım Bildirimi
1st ed. 2023.
Yayın Bilgisi
Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2023.
Fiziksel Niteleme
XI, 201 p. 45 illus. online resource.
İçindekiler Notu
Introduction -- 1: What is a Landscape? -- 2: What is a Computer Game? -- 3: Half-Life 2: Could I Apocalypse? -- 4: Tourism and Gun-Running in CS:GO -- 5: Autosave: Redoubt -- 6: Garry’s Mod: The Computer Game Becomes Photoshop -- Conclusion.
Özet, vb.
This book makes a significant contribution to the critical literature in game studies, around questions of space in particular, and to game analysis more generally. Nelson addresses the medium specificity of games and game engines as well as teasing out aesthetic, philosophical and political-economic connections with landscape painting. This interplay of art history and digital media theory is innovative, deftly handled and productive. The book is also, importantly, an engaging and enjoyable read. –Dr Seth Giddings, Associate Professor of Digital Culture & Design Southampton Institute for Arts and Humanities, science and technology lead Winchester School of Art, University of Southampton This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images. Peter A C Nelson is an artist and academic, originally trained in painting, drawing and art history, who publishes on computer games, graphics and aesthetics. He is currently an Assistant Professor at HongKong Baptist University.
Konu
Games.
Art __ History.
Popular Culture.
Games Studies.
Art History.
Popular Culture.
Art __ History.
Popular Culture.
Games Studies.
Art History.
Popular Culture.
Kurum Adı
Eseri Alıntıla
Referansları kullanmadan önce gözden geçirmeniz ve varsa gerekli düzeltmeleri yapmanız önerilir.
Dijital Kaynak
MARC Görünümü
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520 |aThis book makes a significant contribution to the critical literature in game studies, around questions of space in particular, and to game analysis more generally. Nelson addresses the medium specificity of games and game engines as well as teasing out aesthetic, philosophical and political-economic connections with landscape painting. This interplay of art history and digital media theory is innovative, deftly handled and productive. The book is also, importantly, an engaging and enjoyable read. –Dr Seth Giddings, Associate Professor of Digital Culture & Design Southampton Institute for Arts and Humanities, science and technology lead Winchester School of Art, University of Southampton This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images. Peter A C Nelson is an artist and academic, originally trained in painting, drawing and art history, who publishes on computer games, graphics and aesthetics. He is currently an Assistant Professor at HongKong Baptist University.
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245 10|aComputer Games As Landscape Art|h[electronic resource] /|cby Peter Nelson.
250 |a1st ed. 2023.
264 1|aCham :|bSpringer International Publishing :|bImprint: Palgrave Macmillan,|c2023.
300 |aXI, 201 p. 45 illus.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
341 0 |bTable of contents navigation|2onix
341 0 |bSingle logical reading order|2onix
341 0 |bShort alternative textual descriptions|2onix
341 0 |bUse of color is not sole means of conveying information|2onix
341 0 |bUse of high contrast between text and background color|2onix
341 0 |bNext / Previous structural navigation|2onix
341 0 |bAll non-decorative content supports reading without sight|2onix
347 |atext file|bPDF|2rda
505 0 |a Introduction -- 1: What is a Landscape? -- 2: What is a Computer Game? -- 3: Half-Life 2: Could I Apocalypse? -- 4: Tourism and Gun-Running in CS:GO -- 5: Autosave: Redoubt -- 6: Garry’s Mod: The Computer Game Becomes Photoshop -- Conclusion.
520 |aThis book makes a significant contribution to the critical literature in game studies, around questions of space in particular, and to game analysis more generally. Nelson addresses the medium specificity of games and game engines as well as teasing out aesthetic, philosophical and political-economic connections with landscape painting. This interplay of art history and digital media theory is innovative, deftly handled and productive. The book is also, importantly, an engaging and enjoyable read. –Dr Seth Giddings, Associate Professor of Digital Culture & Design Southampton Institute for Arts and Humanities, science and technology lead Winchester School of Art, University of Southampton This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images. Peter A C Nelson is an artist and academic, originally trained in painting, drawing and art history, who publishes on computer games, graphics and aesthetics. He is currently an Assistant Professor at HongKong Baptist University.
532 8 |aAccessibility summary: This PDF does not fully comply with PDF/UA standards, but does feature limited screen reader support, described non-text content (images, graphs), bookmarks for easy navigation and searchable, selectable text. Users of assistive technologies may experience difficulty navigating or interpreting content in this document. We recognize the importance of accessibility, and we welcome queries about accessibility for any of our products. If you have a question or an access need, please get in touch with us at accessibilitysupport@springernature.com.
532 8 |aNo reading system accessibility options actively disabled
532 8 |aPublisher contact for further accessibility information: accessibilitysupport@springernature.com
650 0|aGames.
650 0|aArt|xHistory.
650 0|aPopular Culture.
650 14|aGames Studies.
650 24|aArt History.
650 24|aPopular Culture.
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9783031376337
776 08|iPrinted edition:|z9783031376351
776 08|iPrinted edition:|z9783031376368
856 40|uhttps://doi.org/10.1007/978-3-031-37634-4
912 |aZDB-2-LCM
912 |aZDB-2-SXL
950 |aLiterature, Cultural and Media Studies (SpringerNature-41173)
950 |aLiterature, Cultural and Media Studies (R0) (SpringerNature-43723)
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