Gaming as Art: A Communication-Oriented Perspective on the Relationship between Gaming and the Art

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

Author(s): Frank G. Bosman, Archibald L.H.M. van Wieringen
Series: Video Games and the Humanities
Publisher: De Gruyter Oldenbourg
Year: 2022

Language: English
Pages: 124
City: Oldenburg

Acknowledgements
Contents
Introduction
1 Artists and Developers: The Utilitarian- Inspirational Domain
2 Curators and Visitors: The Practical-Consensual Domain
3 Legislators and Politicians: The Juridical- Political Domain
4 Thinkers and Doubters: The Theoretical- Conceptual Domain
Conclusions
Index of Video Games
Index of Authors