Video Game Art Reader: Volume 4
In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games.

Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.
1141115160
Video Game Art Reader: Volume 4
In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games.

Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.
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Video Game Art Reader: Volume 4

Video Game Art Reader: Volume 4

by Tiffany Funk
Video Game Art Reader: Volume 4

Video Game Art Reader: Volume 4

by Tiffany Funk

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Overview

In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games.

Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.

Product Details

ISBN-13: 9781943208357
Publisher: Amherst College Press
Publication date: 02/11/2022
Sold by: Barnes & Noble
Format: eBook
Pages: 118
File size: 9 MB

Table of Contents

Contents Letter from the Editor: Time’s Up | Tiffany Funk Exponential Backlogs, or a Short Game Manifesto | Chaz Evans Artists as Assets: Labor and Capital in the Unity Asset Store | D’An Knowles Ball Racial Architecture: Building the FGC | Uche Anomnachi Multiball and Multiplicity: Suzanne Ciani and The Voice of Xenon | Chris Reeves Creating Game History: Intertextuality and the Formation of a Collective Memory of Games | Regina Siewald Stealth Algorithms: Hito Steyerl’s Encoding of Metal Gear into her Factory of the Sun | Andrew Bailey Life as We Don’t Know It: Cyclical Time and Collectives in Horizon: Zero Dawn | Alexandre Paquet
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