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CLASH OF REALITIES 2015/16: ON THE ART, TECHNOLOGY AND THEORY OF DIGITAL GAMES

Clash of Realities



 

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop?


Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9783837640311

2017

638

English

eBook


9783839440315

2017

638

 

TAGS


Publishers: #Transcript (Transcript Publishing)

Languages: #English

Accessibility: N/A

Year: #Year2017


Companies:

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Public Figures:

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Games:

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