Description |
1 online resource (ix, 266 pages) : illustrations, map |
Contents |
The Avant-Garde Plays -- Action, Participation, and the Digital Avant-Garde -- Cybernetic Ecologies of Art and Counterculture -- Gaming Electronic Civil Disobedience -- A Dreampolitik of Persuasive and Other Queer Games -- Conclusion: Unfinished Processes |
Summary |
"In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world"-- Provided by publisher |
Bibliography |
Includes bibliographical references and index |
Notes |
Description based on online resource; title from digital title page (viewed on February 15, 2021) |
Subject |
Video games -- Social aspects
|
|
Utopias.
|
|
utopian literature.
|
|
utopias.
|
|
GAMES / Video & Electronic
|
|
Utopias
|
|
Video games -- Social aspects
|
Form |
Electronic book
|
LC no. |
2020026117 |
ISBN |
0253054508 |
|
9780253054524 |
|
0253054524 |
|
9780253054500 |
|