Avant-garde Videogames: Playing with Technoculture (MIT Press)
暫譯: 前衛電子遊戲:與技術文化的互動 (麻省理工學院出版社)

Brian Schrank

  • 出版商: MIT
  • 出版日期: 2014-04-18
  • 售價: $1,800
  • 貴賓價: 9.5$1,710
  • 語言: 英文
  • 頁數: 232
  • 裝訂: Hardcover
  • ISBN: 0262027143
  • ISBN-13: 9780262027144
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality -- as in alternate reality games, which adapt Situationist strategies for a mass audience.

商品描述(中文翻譯)

前衛挑戰或引領文化;它開啟或重新定義藝術形式以及我們對世界運作方式的認知。在這本書中,Brian Schrank 描述了前衛如何通過電子遊戲出現。正如印象派或立體派創造了替代的繪畫方式和觀看方式,Schrank 主張,前衛電子遊戲創造了替代的遊戲製作和遊玩方式。一款主流遊戲將玩家引導進入一個緊密封閉的遊玩循環;而一款前衛遊戲則打開了這個循環,揭示(並享受)其作為遊戲的本質。Schrank 主張,我們可以根據前衛如何開放遊戲體驗(形式藝術)或在世界中存在的體驗(政治藝術)來評估前衛。他展示了不同的藝術家使用不同的策略來實現前衛的視角。有些專注於形式,有些則專注於政治;有些採取激進立場,有些則更為共謀。Schrank 檢視了這些策略及其運用的藝術家,仔細研究了四種前衛遊戲的類型:激進形式,打破遊戲的流暢性,以便玩家能夠參與其物質性、感官性和常規性;激進政治,玩弄藝術與政治以及虛構與日常生活;共謀形式,將電子遊戲視為當代藝術的資源(如同其他藝術媒介);以及共謀政治,使用民粹主義方法來融合生活、藝術、遊戲和現實——如同替代現實遊戲,這些遊戲為大眾觀眾調整情境主義策略。

最後瀏覽商品 (20)