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dc.contributor.authorFunk, Tiffany
dc.date.accessioned2022-08-05T12:46:07Z
dc.date.available2022-08-05T12:46:07Z
dc.date.issued2022
dc.identifierONIX_20220805_9781943208357_16
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/57787
dc.description.abstractIn computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games.
dc.languageEnglish
dc.subject.classificationthema EDItEUR::A The Arts::AB The arts: general topicsen_US
dc.subject.classificationthema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGB Individual artists, art monographsen_US
dc.subject.classificationthema EDItEUR::A The Arts::AF The Arts: art forms::AFK Non-graphic and electronic art forms::AFKV Digital, video and new media artsen_US
dc.subject.otherThe arts: general issues
dc.subject.otherComputer game art
dc.subject.otherElectronic, holographic and video art
dc.titleVideo Game Art Reader
dc.title.alternativeVolume 4
dc.typebook
oapen.identifier.doi10.3998/mpub.12414517
oapen.relation.isPublishedBybd61c84b-c01e-472d-a7b1-a72ad38700ed
oapen.relation.isbn9781943208357
oapen.relation.isbn9781943208340
oapen.imprintAmherst College Press
oapen.pages118


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