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Ervin, Andrew, author.
Subjects
Video games -- History.
Video games -- Technological innovations.
GAMES / Video & Electronic.
ART / Popular Culture.
GAMES & ACTIVITIES / Video & Electronic.
TECHNOLOGY & ENGINEERING / Social Aspects.
Video games -- History.
Video games -- Technological innovations.
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Ervin, Andrew, author.
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Bit by bit : how vid...
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Bit by bit : how video games transformed our world / Andrew Ervin.
by
Ervin, Andrew, author.
New York, NY : Basic Books, [2017]
Description:
viii, 290 pages ; 22 cm
Contents:
1. Epic origins -- 2. Era of innovation -- 3. Atari -- 4. Call to adventure -- 5. Arcade projects -- 6. The first auteur -- 7. The renaissance -- 8. Dialing up -- 9. An American master -- 10. World of warcraft -- 11. Trigger warnings -- 12. Exile and the kingdom -- 13. New auteurs -- 14. The art question -- 15. Restart -- Appendix: My 11 favorite games.
Summary:
"Charting the material and technological history of video games, from the 1950s to the present"---Provided by publisher.
Ervin blends history, memoir and reportage to examine the explosive popularity of video games. He shows how games constitute a unique storytelling medium that offers us startling new ways to think about our lives and the world around us. And he argues that the best games, as defined by the aesthetic and even political ambitions of their creators, rise to the level of art.
An acclaimed critic argues that video games are the most vital art form of our time. Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing--and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games are art because they are beautiful, moving, and even political--and because they turn players into artists themselves.
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Calmar Campus Library
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794.8 Erv
2017
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