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  3. Video Game Art Reader: Volume 4

Video Game Art Reader: Volume 4

Tiffany Funk, Series Editor
Open Access Open Access
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  • Overview

  • Contents

In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games.
  • Cover
  • Half Title Page
  • Title Page
  • Copyright
  • Contents
  • Letter from the Editor: Time’s Up
  • Exponential Backlogs, or a Short Game Manifesto
  • Artists as Assets: Labor and Capital in the Unity Asset Store
  • Racial Architecture: Building the FGC
  • Multiball and Multiplicity: Suzanne Ciani and The Voice of Xenon
  • Creating Game History: Intertextuality and the Formation of a Collective Memory of Games
  • Stealth Algorithms: Hito Steyerl’s Encoding of Metal Gear into her Factory of the Sun
  • Life as We Don’t Know It: Cyclical Time and Collectives in Horizon: Zero Dawn
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.
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Published: 2022
Publisher: Amherst College Press
ISBN(s)
  • 978-1-943208-34-0 (paper)
  • 978-1-943208-35-7 (open access)
Series
  • Video Game Art Reader
Subject
  • video game studies
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