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  The art of video games : from Pac-man to Mass effect

Melissinos, Chris
Other(s) author(s) : O'Rourke, Patrick, [eg.] ; Broun, Elizabeth, [hitzgile.] ; Mika, Mike, [hitzgile.]Language : EnglishNew York : Welcome books, 2012216 or. : kol. ir. ; 26 cm(Ikus) Testua: bitartekorik gabeISBN : 978-1-59962-110-4.Video games -- History -- History | The art of video games (Wikipedia en) | Abstract | Critique | Analysis | Web | Exhibition | Liburuaren irudiak
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Tabakalera 55 MEL art (Browse shelf) Available 637431

In the forty-year history of the video game industry, the medium has undergone staggering development. fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning, with the introduction of the Maganavox Odyssey in 1972, countless individuals became enthralled by a new world opened before them, one in which they could control and create, as well as interact and play. Even in their rudimentary form, video games held forth a potential and promise that inspired a generation of developers, programmers, and gamers to pusue visons of ever more sophisticated interactive worlds.
As a testament to the game industry's stunning evolution, and to its cultural impact worldwide, the Smithsonian American Art Museum and curator Chris Melissinos conceived the 2012 exhibition "The art of video gmaes". Along with a team of game developers, designers, and journalists, Melissinos selected an initial group of 240 games in four different genres to represent the best of the game world. Selection criteria included visual effects, creative use of technologies, and how world events and popular culture influenced the games. The museum created a website and invited the public to help choose the most popular games; after almost four million votes coming from 175 countries, eighty winners were selected and are featured in the exhibition and in this book.

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