9781943208647.epub

Many ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called “traditional” video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader...

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Γλώσσα:English
Έκδοση: Amherst College Press 2024
id oapen-20.500.12657-87792
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spelling oapen-20.500.12657-877922024-03-28T14:03:19Z Video Game Art Reader : Volume 5 Funk, Tiffany Oulton, Maria Lujan Evans, Chaz Cepeda, Rene G. Kwasny, Tim The arts: general issues;Computer game art;Electronic, holographic and video art;Fine arts: art forms thema EDItEUR::A The Arts::AB The arts: general topics thema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGB Individual artists, art monographs thema EDItEUR::A The Arts::AF The Arts: art forms::AFK Non-graphic and electronic art forms::AFKV Digital, video and new media arts thema EDItEUR::A The Arts::AF The Arts: art forms Many ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called “traditional” video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation. 2024-02-22T13:01:48Z 2024-02-22T13:01:48Z 2024 book 9781943208630 https://library.oapen.org/handle/20.500.12657/87792 eng application/epub+zip Attribution-NonCommercial-NoDerivatives 4.0 International 9781943208647.epub Amherst College Press 10.3998/mpub.14371652 10.3998/mpub.14371652 bd61c84b-c01e-472d-a7b1-a72ad38700ed 9781943208630 126 open access
institution OAPEN
collection DSpace
language English
description Many ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called “traditional” video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation.
title 9781943208647.epub
spellingShingle 9781943208647.epub
title_short 9781943208647.epub
title_full 9781943208647.epub
title_fullStr 9781943208647.epub
title_full_unstemmed 9781943208647.epub
title_sort 9781943208647.epub
publisher Amherst College Press
publishDate 2024
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