| 000 | 02912 am a2200325 i 4500 | ||
|---|---|---|---|
| 001 | 42852 | ||
| 008 | 120202s2013 nyua 000 0 eng | ||
| 010 | _a 2012002044 | ||
| 020 |
_a9781599621104 _qhardcover |
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| 035 | _a(OCoLC) | ||
| 040 |
_aDLC _cDLC _dDLC _dBAUN _erda _beng |
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| 049 | _aBAUN_MERKEZ | ||
| 050 | 0 | 0 |
_aGV1469.3 _bA7656 2013 |
| 082 | 0 | 0 | _223 |
| 245 | 0 | 4 |
_aThe art of video games : _bfrom Pac-Man to mass effect / _cChris Melissinos and Patrick O'Rourke |
| 264 | 1 |
_aNew York : _bWelcome Books, _c[2013] |
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| 264 | 4 | _c©2013 | |
| 300 |
_a215 pages : _bcolor illustrations ; _c27 cm. |
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| 336 |
_2rdacontent _atext _btxt |
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| 337 |
_2rdamedia _aunmediated _bn |
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| 338 |
_2rdacarrier _avolume _bnc |
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| 500 | _aPublished to coincide with the Art of Video Games exhibition, which runs from March 16 to September 30, 2012, at the Smithsonian American Art Museum in Washington, D.C. | ||
| 520 | _a"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 Magnavox 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 pursue visions 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 Games. 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 Art of Video Games offers a revealing look into the history of the game industry, from the early days of Pac-Man and Space Invaders to the vastly more complicated contemporary epics such as BioShock and Uncharted. Melissinos examines each of the eighty winning entries, with stories and comments on their development, innovation, and relevance to the game world's overall growth. Visual images, composed by Patrick O'Rourke, are all drawn directly from the games themselves, and speak to the evolution of games as an artistic medium, both technologically and creatively"-- | ||
| 650 | 0 |
_aVideo games _xHistory. |
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| 650 | 0 |
_aVideo games _xSocial aspects. |
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| 650 | 0 |
_aVideo games _vExhibitions. |
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| 700 | 1 | _aMelissinos, Chris. | |
| 700 | 1 | _aO'Rourke, Patrick. | |
| 942 |
_2lcc _cKT |
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| 999 |
_c41365 _d41365 |
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