Video game aesthetics
Video game aesthetics
Video game aesthetics
Video game aesthetics
Video game aesthetics
Video game aesthetics
Video game aesthetics
A groundbreaking book that explores video games from the perspective of art philosophy and presents a theoretical framework.
Video game aesthetics
Item #: 75228432

Video game aesthetics

Item #: 75228432

ZMW 823

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A groundbreaking book that explores video games from the perspective of art philosophy and presents a theoretical framework.
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What Stands Out

Visual Artistry
Explores the stunning visual design in video games, showing how art influences gameplay and narrative, appealing to gamers and designers alike.
In-Depth Analysis
Provides thorough insights and criticisms of aesthetics in gaming, offering readers a deep understanding of artistic choices that enhance player experience.
Hardcover Quality
Premium hardcover format ensures durability and a premium feel, making it a perfect addition to any gaming library for collectors and enthusiasts.

Product Details

Shop Video game aesthetics online at a best price in Zambia. 4766425677
  • Video games are art! Video games are gaining cultural importance as the industry expands. This book views video games as an art form and attempts to clarify their characteristics. Space Invaders, Donkey Kong, Tetris, Pac-Man, Super Mario Bros., Dragon Quest, GO on the train! ――A groundbreaking book that examines video games from the perspective of artistic philosophy and presents a theoretical framework, taking many examples. 【Table of Contents】 Prologue Part I Video Games as Art Chapter 1 What is a video game Chapter 2: Semantic effects of video games Chapter 3 Video Games as Art Part II: One screen and two meanings Chapter 4 Syntax of video games Chapter 5 Semantics of Video Games Chapter 6: The fictional world Chapter 7 Game Mechanics Part III: Playing between two meanings Chapter 8: Interaction of two types of semantics Chapter 9: Space of video games Chapter 10 Video Game Time Chapter 11 Fictional actions of the player Chapter 12 Simulation of Acts Final chapter and the philosophy of play Note Afterword Illustration source Ludography Literature list Index
Publisher Keio University Press
Publication date October 20, 2018
Language Japanese
Print length 376 pages
ISBN-10 4766425677
ISBN-13 978-4766425673
Item Weight480 g
Dimensions 5.91 x 0.98 x 8.27 ins ( 15 x 2.5 x 21 cm )

Who Should Buy?

Suitable For
  • Game Designers

    Provides insights into the aesthetics of video games, beneficial for improving design skills and creativity.

  • Art Students

    Offers a deep understanding of visual storytelling in games, great for those studying game art and design.

  • Gaming Enthusiasts

    Serves as a comprehensive guide for gamers interested in the artistic elements of video game development.

Not Suitable For
  • Casual Gamers

    May not appeal to players seeking entertainment without analyzing the artistic aspects of games.

  • Non-artists

    Less suitable for individuals uninterested in visual arts or the aesthetic qualities of video games.

  • Technical Gamers

    Focus more on aesthetics than mechanisms, which may not satisfy those who prioritize gameplay mechanisms.

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松永 伸司 Format: Tankobon Hardcover Art Theory & Aesthetics Editorial Review

The reception of the Video Game Aesthetics Tankobon Hardcover seems to vary among readers. One reader states that it is a serious book, recommended for game history class teachers, touching on state-of-the-art aesthetic theories and digital game implementation from the 70s. They praise the book for its readable game studies and retro approach and emphasize its connection to art theory and philosophical discussions. However, another reader found the book boring initially but admits to making discoveries and enjoying the author's detailed and playful approach to the game world. They believe that the book is a groundbreaking Consideration of video games from the perspective of art philosophy, despite the misleading association of aesthetics with graphics. On the other hand, a reader criticizes a small part of the book, particularly a chapter on player misconduct, expressing dissatisfaction with the presented theory and offering their suggestions for improvement. In conclusion, the book offers a detailed and philosophical perspective on video games from an art and aesthetic standpoint, making it a valuable resource for some readers, but also disappoints others due to differing expectations and the perceived quality of specific chapters.

Customer Reviews & Ratings

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Pros

  • Detailed and philosophical perspective on video games from an art and aesthetic standpoint
  • Retro approach to digital game implementation from the 70s
  • Readable game studies and connection to art theory and philosophical discussions

Cons

  • Some readers found the book initially boring

Product Price History

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