Videogames: Design / Play / Disrupt / 电子游戏:设计 / 游玩 / 颠覆
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定价:245.0
ISBN:9781851779406
作者:Marie Foulston, Kristian Volsing
版次:1
出版时间:2018-10
内容提要:
题 目:Videogames: Design / Play / Disrupt / 电子游戏:设计 / 游玩 / 颠覆
作 者:Marie Foulston, Kristian Volsing
出 版:V & A Publishing,2018
装 帧:平装,208页
语 种:英文
尺 寸:19*24.1*2.5 cm
《电子游戏:设计 / 游玩 / 颠覆》探讨了自2000年代中期以来电子游戏的设计与文化,考察了开创性的当代设计作品、富有创造力且叛逆的玩家社群,以及定义这一运动的政治对话。
众多知名撰稿人考量了各种各样的游戏,从《最后生还者》《斯普拉遁》等大作和《我的世界》这样的文化现象,到《吞噬我》等不那么主流的作品——后者探讨了身体意象和极端节食等棘手问题。加拿大学者兼极简主义游戏设计师皮平·巴尔通过他的作品《一系列枪击》探讨了电子游戏中的暴力问题;卡特·布鲁斯特讨论了对多人第一人称射击游戏《守望先锋》的同人画作与同人小说的创作;菲利帕·瓦尔通过《英雄联盟》及2017年在北京举行的全球总决赛,探索了社群与角色扮演现象。书中还收录了难得一见的资料,包括设计师的笔记、概念图、原型,以及《风之旅人》《肯塔基零号公路》和《无人深空》等游戏背后的艺术灵感。
本书是为配合2018年秋季伦敦维多利亚与阿尔伯特博物馆的一场大型展览而出版,堪称一部里程碑式的著作,它将电子游戏带入文化批评的主流,并将其与更传统的创意表达媒介并置。
Videogames: Design / Play / Disrupt explores the design and culture of videogames since the mid-2000s, investigating groundbreaking contemporary design work, creative and rebellious player communities, and the political conversations that define this movement.
A star-studded cast of contributors consider a variety of games, from blockbusters like The Last of Us and Splatoon and cultural phenomena such as Minecraft to less-mainstream productions like Consume Me, which tackles the difficult issues of body image and extreme dieting. Canadian academic and minimalist games designer Pippin Barr addresses violence in videogames through his work on A Series of Gunshots; Kat Brewster discusses the creation of fan art and fan fiction in relation to the multiplayer first-person shooter Overwatch; and the phenomenon of community and cosplay is explored by Philippa Warr through League of Legends and the 2017 world finals in Beijing. It also features rarely seen material including designers’ notebooks, concept art, prototypes and the artistic inspirations behind games such as Journey, Kentucky Route Zero and No Man’s Sky.
Published to accompany a major exhibition at the Victoria and Albert Museum, London, in Fall 2018, this is truly a landmark publication, bringing videogames into the mainstream of cultural criticism and placing them alongside more conventional mediums of creative expression.











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