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How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop?Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.With contributions by Andre Czauderna, Nathalie Pozzi and Eric Zimmerman.
A work that intends to give an overview of the state of interactive art and interface technology as well as an outlook on new forms of hybridization in art, media, scientific research and everyday media applications.
Supports and deepens the existing interfaces between art, science, and technology; and transgressing traditional principles and styles of research. This book suggests a transdisciplinary network that prefers to avoid traditional dualisms like nature and culture, subjects and objects as well as man and machine.
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