Winfried Bergmeyer, Björn Blankenheim, Hugh Falk, Winnie Forster, Stefan Höltgen, Cynthia Kempe-Schönfeld, Andreas Lange, Jimmy Maher, Sebastian Möring, Christian Ullenboom
At the beginning of the 1980s, there were more and more home computers. This is how a growing computer game development scene emerged in the USA, which became increasingly professional. The company Electronic Arts had an impact on the staging and the self-image of the game developers of that time. They not only faced the challenge of defining, designing and realizing the computer game as an object, but also saw themselves as artists who made a new medium their own. The catalog gives a general historical insight into this early phase of commercial computer game development, its aesthetic considerations, technical limitations and artistic ambitions. At the same time, he also asks about the role of collecting games in the private and public context.
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
German | Paperback | | 9783864881503 | 2020 | 388 |
OTHER NAMES
Game Designers & Software Artists: Inszenierung und Selbstverständnis der Künstler/innen bei Electronic Arts, 1983–1988
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