This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. -- .
This book analyses video games like Grand Theft Auto and Resident Evil as aesthetic objects. Drawing on philosophical theories of art from Kant to Ranciere, it focuses on what games feel like to players and argues that their appeal can only be adequately understood by relating them to developments in contemporary art and recent cultural history. -- .Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Graeme Kirkpatrick is Senior Lecturer in Sociology at the University of Manchester.
Inhaltsangabe
Acknowledgements Introduction 1. The Aesthetic Approach Why an aesthetic approach? Play and form Form, taste and society Art and politics Culture industry revisited 2. Ludology, Space and Time From ergodicity to ludology Gameness and its limits Abstraction, virtual space and simulacra The rhythm of suspended time Ludology, narratology and aesthetics 3. Controller, Hand, Screen Form, vision and matter Hands and touch The controller Video game image Embodied activity and culture 4. Games, Dance and Gender Dance and art Habitus and embodied play Choreography in 'Mirror's Edge' A dance aesthetic Choreography and discourse Aesthetics and gender 5. Meaning and Virtual Worlds Fictional worldness Neo-baroque entertainment culture Form and fictional content Death and allegory Play and mourning 6. Political Aesthetics Unit operations Rhetoric and persuasion Badiou's inaesthetics The ludological truth-event Dancing our way to where? Index
Acknowledgements Introduction 1. The Aesthetic Approach Why an aesthetic approach? Play and form Form, taste and society Art and politics Culture industry revisited 2. Ludology, Space and Time From ergodicity to ludology Gameness and its limits Abstraction, virtual space and simulacra The rhythm of suspended time Ludology, narratology and aesthetics 3. Controller, Hand, Screen Form, vision and matter Hands and touch The controller Video game image Embodied activity and culture 4. Games, Dance and Gender Dance and art Habitus and embodied play Choreography in 'Mirror's Edge' A dance aesthetic Choreography and discourse Aesthetics and gender 5. Meaning and Virtual Worlds Fictional worldness Neo-baroque entertainment culture Form and fictional content Death and allegory Play and mourning 6. Political Aesthetics Unit operations Rhetoric and persuasion Badiou's inaesthetics The ludological truth-event Dancing our way to where? Index
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