Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture.Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.
Author(s): Andrew Darley
Edition: 1
Year: 2000
Language: English
Pages: 240
Book Cover......Page 1
Title......Page 4
Contents......Page 5
List of illustrations......Page 10
Acknowledgements......Page 11
Introduction......Page 12
History......Page 20
A back story: realism, simulation, interaction......Page 22
Genealogy and tradition: mechanised spectacle as popular entertainment......Page 48
Shaping tradition: the contemporary context......Page 69
Aesthetics......Page 90
Simulation and hyperrealism: computer animation and TV advertisements......Page 92
The waning of narrative: new spectacle cinema and music video......Page 113
The digital image in 'the age of the signifier'......Page 135
Spectators......Page 156
Games and rides: surfing the image......Page 158
Surface play and spaces of consumption......Page 178
Active spectators?......Page 184
Exhibiting spectacle (and style)......Page 190
Conclusion......Page 202
Notes......Page 209
Bibliography......Page 218
Author index......Page 227
Subject index......Page 229