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
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.
17.99 In Stock
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

Paperback

$17.99 
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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: 9781943208340
Publisher: Michigan Publishing Services
Publication date: 07/11/2022
Pages: 118
Product dimensions: 6.00(w) x 9.00(h) x 0.31(d)

Table of Contents

Letter from the Editor: Time's Up Tiffany Funk 5

Exponential Backlogs, or a Short Game Manifesto Chaz Evans 9

Artists as Assets: Labor and Capital in the Unity Asset Store D'An Knowles Ball 1

Racial Architecture: Building the FGC Uche Anomnachi 31

Multiball and Multiplicity: Suzanne Ciani and The Voice of Xenon Chris Reeves 43

Creating Game History: Intertextuality and the Formation of a Collective Memory of Games Regina Siewald 59

Stealth Algorithms: Hito Steyerl's Encoding of Metal Gear into her Factory of the Sun Andrew Bailey 77

Life as We Don't Know It: Cyclical Time and Collectives in Horizon: Zero Down Alexandre Paquet 95

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