Andreas Rauscher, Angela Schwarz, Benjamin Beil, Britta Neitzel, Hanns Christian Schmidt, Jens Schröter, Marc Bonner, Marcus Stiglegger, Pablo Abend, Rainer Leschke, Stephan Günzel, Thomas Hensel
No medium shapes the visual worlds of contemporary media cultures as much as computer games. Not only have forms of representation such as first and third person perspectives, pixel aesthetics or certain interface designs become part of the visual repertoire of pop(ular) culture or media art within a very short time. In recent years, computer games have also developed into a medium that models the use of digital technologies in an exemplary manner, inspiring and catalysing them in terms of their performativity and operability. The logic of action and control in computer games has long been structuring digital forms of interaction outside of a game context.
But despite — or perhaps because of — this discursive radiance of the image level of the computer game, it is evident that in game studies the visual complexity of the computer game image is all too willingly dismissed as the mere effect of increased computing power and theoretically neglected. In contrast, the volume Computer|Game|Images would like to attempt to grasp the computer game as an image medium. It is important to analyze the diverse reception and reflection of this (new) form(s) of imagery — in its interactivity, technicality and intermediality — from multiple perspectives.
Publishers: #VerlagWernerHülsbusch (Verlag Werner Hülsbusch)
#DeusEx (Deus Ex: Human Revolution)
#HotlineMiami (Hotline Miami)
#VWHGameStudies (VWH Game Studies)