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Index
Cover Page Title Page Copyright Contents Introduction Section I: Overviews From Appropriation to Approximation Meltdown Videogames as Literary Devices High-Performance Play: The Making of Machinima “Cracking the Maze”: Curator’s Note Section II: Artists on Art Two Interviews with Brody Condon In Conversation Fall 2003 and Spring 2012: Interviews with Joseph Delappe Figures in a Landscape: In Conversation with Gibson/Martelli (igloo) The Idea of Doing Nothing: An Interview with Tobias Bernstrup Staying in to Play: The Works of John Paul Bichard An Interview with Eddo Stern The Isometric Museum: The Sim Gallery Online Project (an interview with Curators Katherine Isbister and Rainey Straus) The Evolution of a GBA Artist (2004) From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky, 1991–2005 Virtual Retrofit (or What Makes Computer Gaming So Damn Racy?) Perspective Engines: An Interview with JODI How Independent Game Development looked in 2002 (an interview with Julian Oliver and Kipper) Medieval Unreality: Initiating an Artistic Discourse on Albania’s Blood Feud by Editing a First-Person Shooter Game Section III: Games and Other Art Forms Should Videogames Be Viewed as Art? Some Notes on Aesthetics in Japanese Videogames The Computer as a Dollhouse (excerpts) Networking Power: Videogame Structure from Concept Art Fan Art as a Function of Agency in Oddworld Fan Culture Will Computer Games Ever Be a Legitimate Art Form? Notes on Contributors and Artists Back Page
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