When tech-savvy students first used computers to play games in the early 1960s, it was just hacking. However, this quickly developed into an established leisure entertainment. From then on, each generation of games could draw on more memory, colors and speed.
What Remains of the Game(s) tries to focus on the game behind the technology - without losing sight of it completely. In doing so, the author traces current aesthetics, motifs and discourses to their origins in order to consider very different aspects of computer games in their emergence and development. Whether it's about games for girls, 3D games, the question of computer games as art, specific game genres or cultural game environments.
Publishers: #ProjektVerlag (Projekt Verlag)
#Computerarchäologie (Computer Archäologie)