Price
specifications: [[item.skuinfo]]
price: [[item.currency]][[item.price]]
In the realm of computing, the practice of overclocking has become a common phenomenon. Overclocking refers to the act of increasing the clock rate of a computer, surpassing the manufacturer's certified specifications. While the concept may seem alluring, it carries significant risks, as overclocking can potentially destroy the motherboard, system memory, or even irreparably corrupt the hard drive.
The fourth volume of the Video Game Art Reader (VGAR) proposes a unique perspective, utilizing overclocking as a metaphorical lens through which to examine the production and experience of games today. The contributors explore the temporal compressions and expansions that have shaped the diverse lineages of game art and culture.
Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D'An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald have collectively contributed their insights, reflecting on the multifaceted ways in which overclocking can be understood. They consider overclocking not only as a means of oppression but also as a strategy to raise awareness of the inequities that have profoundly influenced the video game industry.
The volume delves into the complex interplay between technological advancements, creative processes, and the sociocultural factors that have molded the evolution of game art. By drawing parallels between the technical aspects of overclocking and the broader societal implications, the contributors offer a thought-provoking examination of the ways in which the video game medium has been shaped, both in terms of its production and its reception.
The diverse perspectives presented in this volume underscore the importance of critical engagement with the medium, challenging readers to reconsider the assumptions and biases that have historically defined the game industry. Through the lens of overclocking, the contributors invite us to explore the intricate relationships between technology, creativity, and the sociopolitical landscape that collectively inform the creation and consumption of video games.
Ultimately, the Video Game Art Reader (VGAR) Volume 4 presents a compelling exploration of the ways in which overclocking, as both a technical practice and a conceptual metaphor, can illuminate the complexities and contradictions inherent in the world of video games. By disrupting the conventional narratives and inviting critical dialogue, this volume offers valuable insights that will resonate with scholars, game developers, and enthusiasts alike.
product information:
Attribute | Value |
---|---|
publisher | Amherst College Press (February 11, 2022) |
publication_date | February 11, 2022 |
language | English |
file_size | 8485 KB |
text_to_speech | Enabled |
screen_reader | Supported |
enhanced_typesetting | Enabled |
x_ray | Not Enabled |
word_wise | Not Enabled |
sticky_notes | On Kindle Scribe |
print_length | 119 pages |
page_numbers_source_isbn | 1943208344 |
best_sellers_rank | #38,895 Free in Kindle Store (See Top 100 in Kindle Store) #2 in Video Game Art (Kindle Store) |