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Net.art, software art, game art : arte digital, computable y en línea en el periodo 1993 a 2008
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WOLVES AMONG US: SOME BRIEF REFLECTIONS ON THE “BONA FIDES” OF GENDERED VIOLENCE IN COMPUTER GAME ART [PDF]
The classification of computer games in Australia is a subject of expert discourse, but is not, itself, an expert function. It is carried out by community representatives (the classifiers), speaking for the community of reasonable people and applying their standards, while assessing the “impact” of classifiable elements on both reasonable people and ...
Jardine, Adam
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Exploring Traditional Art and Culture in Modern Computer Games
2009 Fifth International Joint Conference on INC, IMS and IDC, 2009One of the main difficulties that computer game designers face is finding engaging content for their games. In this paper, we explore the possibility of exploring tradition art and culture as a possible source of inspiration for the actual content of modern computer games.
Conrado R. Ruiz Jr. +3 more
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2021
Commercial brain-computer interfaces raise interesting critical political-philosophical and artistic questions. Drawing on our research and experiences with the “Neuromatic Game Art” project, and using critical theory from philosophy of technology (Feenberg), among other theories, this paper examines the power relations involved in the use of ...
Anna Dobrosovestnova +2 more
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Commercial brain-computer interfaces raise interesting critical political-philosophical and artistic questions. Drawing on our research and experiences with the “Neuromatic Game Art” project, and using critical theory from philosophy of technology (Feenberg), among other theories, this paper examines the power relations involved in the use of ...
Anna Dobrosovestnova +2 more
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Computer Literacy in HE Games Art: Research Poster
2022Computer Literacy in HE Games Art: Research Poster This poster aims to present a research proposal to discover the impact that computer literacy has on expected student outcomes with hopes of putting in place systems to improve the technical proficiency of both new and current students.
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Between Art and Gameness: Critical Theory and Computer Game Aesthetics
Thesis Eleven, 2007This article argues that the computer game can be a locus of aesthetic form in contemporary culture. The context for understanding this claim is the decline of the artwork as bearer of form in the late 20th century, as this was understood by Adorno. Form is the enigmatic other of instrumental reason that emerges spontaneously in creative works and, in
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Will computer games ever be a legitimate art form?
Journal of Media Practice, 2006AbstractIn his paper, Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His paper explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence.
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The science and art of computer games development for undergraduate students
Computers in Entertainment, 2009In this article we discuss an approach to teaching computer games development to higher education computing students that attempts to balance the artistic and scientific aspects of the computer game development process. The development of computer software has traditionally been viewed as a technical activity.
M. J. Taylor, M. Baskett
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