Radical Gaming: Immersion, Simulation, Subversion
Radical Gaming: Immersion, Simulation, Subversion
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Radical Gaming: Immersion, Simulation, Subversion
W034837 | $45.00
Exhibition Catalog
Ed. by Sabine Himmelsbach and Boris Magrini. HEK (Haus der Electronischen Kunste), Basel, 2021. Published in association with Christoph Merian Verlag, Basel.
192 pp. Well illustrated (chiefly col.). 24 x 17 cm. In English. Paperbound.
ISBN 9783856169589
This publication presents artists who engage with the structure, technologies and aesthetic of a meantime global video-game industry. The young artists use the latest technologies for games production so as to create virtual and augmented reality experiences, immersive surroundings, interactive stories and multimedia installations. While appropriating these media for their own artistic practice, they create alternative perspectives on identity construction, gender issues and social change. By radically spurning the commercial and leisure-oriented logic of video games, they succeed in making uncompromising, progressive works that encourage users to think.
Subject Headings: International ; Western Art -- Post-1945 ; Post-1970 ; Post-1990 ; Post-2000 -- Installation Art ; Video/Film -- Game Design --
W034837 | $45.00
Exhibition Catalog
Ed. by Sabine Himmelsbach and Boris Magrini. HEK (Haus der Electronischen Kunste), Basel, 2021. Published in association with Christoph Merian Verlag, Basel.
192 pp. Well illustrated (chiefly col.). 24 x 17 cm. In English. Paperbound.
ISBN 9783856169589
This publication presents artists who engage with the structure, technologies and aesthetic of a meantime global video-game industry. The young artists use the latest technologies for games production so as to create virtual and augmented reality experiences, immersive surroundings, interactive stories and multimedia installations. While appropriating these media for their own artistic practice, they create alternative perspectives on identity construction, gender issues and social change. By radically spurning the commercial and leisure-oriented logic of video games, they succeed in making uncompromising, progressive works that encourage users to think.
Subject Headings: International ; Western Art -- Post-1945 ; Post-1970 ; Post-1990 ; Post-2000 -- Installation Art ; Video/Film -- Game Design --