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  3. Video Game Art Reader: Volume 2

Video Game Art Reader: Volume 2

Tiffany Funk, Series Editor
Open Access Open Access
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  • Overview

  • Contents

This volume of VGAR critically analyzes video game art as a means of survival. Though “survival strategy” exists as a defined gaming genre, all video games—as unique, participatory artworks—model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributors show how video games focus attention, hone visuospatial skills, and shape cognitive control and physical reflexes and thus have the power to participate in the larger context of radical, activist artworks that challenge destructive hegemonic structures as methods of human conditioning, coping, and creating.
  • Cover
  • Title Page
  • Copyright
  • Contents
  • Letter From the Editor: IT’S DANGEROUS TO GO ALONE! TAKE THIS.
  • “Make Beautiful, Creative Things Together: An Interview with Anna Anthropy,” Tiffany Funk interviews Anna Anthropy
  • Martin Zeilinger, “Survival Interventions in GTA: On the Limits of Performance in Virtual Environments”
  • Elizabeth La Pensée, “Thunderbird Strike: Survivance in/of an Indie Indigenous Game”
  • Andrew Bailey, “Fantastic Places and Where to Find Them: Pseudo-Indexical Realities Within Video Games and Game Art”
  • Michael Anthony DeAnda, “Playing with Dick Pics: Networked Technologies and Digital Closets”
  • Luisa Salvador Dias, “These Wars of Mine: Why It Matters How Video Games Represent War”
  • Michael Paramo, “Virtual Intimacy and Queer Confrontations in The Last of Us: Left Behind”
  • Treva Michelle Legassie, “Playing, Performing, Policing: Navigating Avatar Expression in Second Life”
  • Back Cover
Each essay of this work was subjected to two rounds of fully closed (“double-blind”) peer review by the VGA Reader editorial board. For more information, please see our Peer Review Commitments and Guidelines.
Citable Link
Published: 2018
Publisher: Amherst College Press
ISBN(s)
  • 978-1-943208-41-8 (open access)
  • 978-1-943208-44-9 (paper)
Series
  • Video Game Art Reader
Subject
  • video game studies
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