Aesthetic Theory and the Video Game

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9780719077180: Aesthetic Theory and the Video Game
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"An established scholar of the sociology of gaming and computers, Kirkpatrick (Univ. of Manchester, UK) argues video games are autonomous cultural forms that should be considered art." -- A. J. Wharton. Choice "Kirkpatrick positions the aesthetics of video games in interactivity, outside the traditional realm of formal or literary representation." -- A. J. Wharton. Choice "...adds a distinct, if rather conservative, perspective on video game play to the burgeoning field of game studies." -- A. J. Wharton. Choice I have yet to encounter a book as extensive and thought-provoking as Aesthetic Theory and the Video Game. -- Julian McDougall. Culture Machine Reviews ...Kirkpatrick's book is an illuminating exploration of how a players body and a game intertwine, or how, "a generation of young men have grown up dancing with their hands." -- Edge Magazine. There is no doubt that this book is important: for the academic theorization of gameplay, aesthetic theory, and cultural studies in its broadest, interdisciplinary or 'indisiciplined' manifestations... Ranciere is one of a plethora of writers with whom Kirkpatrick artfully weaves propositions and readings of games to accumulate a coherently mapped theory of gaming as an aesthetic cultural practice... I have yet to encounter a book as extensive and thought provoking as Aesthetic Theory and the Video Game. -- Julian MacDougall. You'll never look at a controller the same way again after Kirkpatrick explains how we've been conditioned to use carefully designed blobs of plastic to influence an image. -- .

Reseña del editor:

This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.

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1.

Graeme Kirkpatrick
Editorial: MANCHESTER UNIVERSITY PRESS, United Kingdom (2011)
ISBN 10: 0719077184 ISBN 13: 9780719077180
Nuevos Paperback Cantidad: 1
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The Book Depository
(London, Reino Unido)
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Descripción MANCHESTER UNIVERSITY PRESS, United Kingdom, 2011. Paperback. Estado de conservación: New. 196 x 128 mm. Language: English . Brand New Book. This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture. Nº de ref. de la librería AAZ9780719077180

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2.

Graeme Kirkpatrick
Editorial: MANCHESTER UNIVERSITY PRESS, United Kingdom (2011)
ISBN 10: 0719077184 ISBN 13: 9780719077180
Nuevos Paperback Cantidad: 1
Librería
The Book Depository US
(London, Reino Unido)
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Descripción MANCHESTER UNIVERSITY PRESS, United Kingdom, 2011. Paperback. Estado de conservación: New. 196 x 128 mm. Language: English . Brand New Book. This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture. Nº de ref. de la librería AAZ9780719077180

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Kirkpatrick, Graeme
ISBN 10: 0719077184 ISBN 13: 9780719077180
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Descripción Estado de conservación: New. Depending on your location, this item may ship from the US or UK. Nº de ref. de la librería 97807190771800000000

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Graeme Kirkpatrick
Editorial: Manchester University Press
ISBN 10: 0719077184 ISBN 13: 9780719077180
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Descripción Manchester University Press. Paperback. Estado de conservación: new. BRAND NEW, Aesthetic Theory and the Video Game, Graeme Kirkpatrick, This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture. Nº de ref. de la librería B9780719077180

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5.

Graeme Kirkpatrick
Editorial: Manchester University Press 2011-08-26, Manchester (2011)
ISBN 10: 0719077184 ISBN 13: 9780719077180
Nuevos paperback Cantidad: > 20
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Blackwell's
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Descripción Manchester University Press 2011-08-26, Manchester, 2011. paperback. Estado de conservación: New. Nº de ref. de la librería 9780719077180

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Graeme Kirkpatrick
ISBN 10: 0719077184 ISBN 13: 9780719077180
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Ria Christie Collections
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Descripción Paperback. Estado de conservación: New. Not Signed; This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offe. book. Nº de ref. de la librería ria9780719077180_rkm

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Kirkpatrick, Graeme
ISBN 10: 0719077184 ISBN 13: 9780719077180
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Descripción Estado de conservación: New. Bookseller Inventory # ST0719077184. Nº de ref. de la librería ST0719077184

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Kirkpatrick, Graeme
Editorial: Manchester University Press (2011)
ISBN 10: 0719077184 ISBN 13: 9780719077180
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Descripción Manchester University Press, 2011. Estado de conservación: New. 2011. 1st Edition. Paperback. 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. Num Pages: 240 pages, 7 black & white illustrations. BIC Classification: JFCA; JFD. Category: (UF) Further/Higher Education. Dimension: 198 x 130 x 20. Weight in Grams: 282. . . . . . . Nº de ref. de la librería V9780719077180

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Kirkpatrick, Graeme
Editorial: Manchester University Press (2016)
ISBN 10: 0719077184 ISBN 13: 9780719077180
Nuevos Paperback Cantidad: 1
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Descripción Manchester University Press, 2016. Paperback. Estado de conservación: New. PRINT ON DEMAND Book; New; Publication Year 2016; Not Signed; Fast Shipping from the UK. No. book. Nº de ref. de la librería ria9780719077180_lsuk

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Kirkpatrick, Graeme
Editorial: Manchester University Press
ISBN 10: 0719077184 ISBN 13: 9780719077180
Nuevos Tapa blanda Cantidad: 2
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Kennys Bookstore
(Olney, MD, Estados Unidos de America)
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Descripción Manchester University Press. Estado de conservación: New. 2011. 1st Edition. Paperback. 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. Num Pages: 240 pages, 7 black & white illustrations. BIC Classification: JFCA; JFD. Category: (UF) Further/Higher Education. Dimension: 198 x 130 x 20. Weight in Grams: 282. . . . . . Books ship from the US and Ireland. Nº de ref. de la librería V9780719077180

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