Overview
- Computer games are the paradigmatic form of contemporary landscape art and this book gives us the language to read them
- Our relationship with the environment is changing, and we are expressing this through contemporary computer games
- This book allows us to understand computer games in a new way by bridging art history, game studies and play
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About this book
This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.
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Table of contents (8 chapters)
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Bibliographic Information
Book Title: Computer Games As Landscape Art
Authors: Peter Nelson
DOI: https://doi.org/10.1007/978-3-031-37634-4
Publisher: Palgrave Macmillan Cham
eBook Packages: Literature, Cultural and Media Studies, Literature, Cultural and Media Studies (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2023
Hardcover ISBN: 978-3-031-37633-7Published: 01 September 2023
Softcover ISBN: 978-3-031-37636-8Due: 02 October 2023
eBook ISBN: 978-3-031-37634-4Published: 31 August 2023
Edition Number: 1
Number of Pages: XI, 201
Number of Illustrations: 45 b/w illustrations
Topics: Popular Culture , Media and Communication, Arts