The Art of Videogames (New Directions in Aesthetics)

The Art of Videogames (New Directions in Aesthetics): Computer Science Books @ leondumoulin.nl
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Equally informed byphilosophy and gameplay, Tavinor makes a compelling case thatgame-designers would profit from engaging with philosophicalaesthetics and that philosophers who want to contribute to 21stcentury aesthetics would do well to buy a PS3. In fact, theirfictional worlds now inspire us to make judgments about perceptualbeauty, involve us in interpretation, and arouse our emotions. Reflecting the increasing technical and moral sophistication of thegenre, The Art of Videogames presents a unique philosophicalapproach to the art of videogaming. The author, a philosopher aswell as an avid gamer, explores how philosophical theoriesdeveloped to address traditional art works — such as novelsand film — can also be applied to videogames.

Chapters delveinto relationships between games and earlier artistic andentertainment media, employ the theory of fiction to explore howvideogames allow for interactive fiction, look at the role of gamenarrative, and address the debate about the moral status of violentevents depicted in videogame worlds. The text concludes by arguingthat videogames do indeed qualify as a new and exciting form ofrepresentational art.

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By situating videogames in the framework of analytic philosophyof the arts, The Art of Videogames offers uniquephilosophical insights while finally bridging the worlds of fantasyand philosophy. Would you like to tell us about a lower price?

Can Video Games Be Art?

If you are a seller for this product, would you like to suggest updates through seller support? Learn more about Amazon Prime. The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art.

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The Art of the Video Game. Sponsored products related to this item What's this? The Legend of Zelda: Once Upon an Algorithm: Game Engine Architecture, Third Edition. So Say We All: Learn the true story as told by the teams that created a television legend in the words of over a hundred cast, creators, crew, and executives. The God Who Breaks the Rules. Sergio De La Mora. New Directions in Aesthetics Book 12 Hardcover: Wiley-Blackwell; 1 edition September 28, Language: Related Video Shorts 0 Upload your video.


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Please try again later. Todo a sido perfecto. Ha llegado antes de lo previsto y en perfectas condiciones. No tengo ninguna queja, muy al contrario. The Art of Videogames also looks into various moral issues that have stigmatized the video game industry. The biggest example is the Grand Theft Auto series where violence is majority of the game. Increasingly graphical detail creates even greater realism or surrealism about violence, such as Fallout 3. In Fallout 3 , you get slow motion capture of limbs being thrown off and blown apart.

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With this new detail, however, also comes a new moral ground in video games. The industry is realizing its position and changing its ways. As Grant Tavinor states: Another example is the Dragon Age series or Mass Effect series, throughout the game the player is forced to make good or bad decisions. Each has its own consequences for the end result. Increasing graphical detail can also show the gruesome nature of war and violence.

This coupled with consequences can deter people from doing violent acts, such as the Colombian shoots, because it shows there are consequences for ones actions. Violence is not all fun and games. Video games are effectively show this now. But because of the interactive nature of video game fictions — the player takes a part in the moral situations presented there, and whether or not the evil occurs is often up to them — the potential of games for the exploration of moral issues seems somehow more vivid: Before you knock it, try it.

It was a different book than I was thinking. I figured it was about philosophy specifically, other commentary thought it was an art book. The author strategically backs up all his claims with good evidence, and identifies the issues surrounding videogames without ignoring the serious calls of parents. The Art of Videogames: You are commenting using your WordPress. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email.