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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
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