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Aesthetic Theory and the Video Game

Aesthetic Theory and the Video Game

Paperback (31 Aug 2011)

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Publisher's Synopsis

This book draws on aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the video game as a popular cultural form. It argues that games like Grand Theft Auto and Elektroplankton are aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno. Video games are awkward objects that have defied efforts to categorise them within established academic disciplines and intellectual frameworks. Yet no one can deny their importance in re-configuring contemporary culture and their influence can be seen in contemporary film, television, literature, music, dance and advertising. This book argues that their very awkwardness should form the starting point for a proper analysis of what games are and the reasons for their popularity. This book will appeal to anyone with a serious interest in the increasingly playful character of contemporary capitalist culture.

About the Publisher

Manchester University Press

Founded in 1904, MUP is the third largest University Press in England and publishes monographs and textbooks by authors from all over the world. Currently publishing 145 new books a year and managing a portfolio of 14 journals as well as an extensive backlist of over 1000 titles, the Press sells more than 150,000 books each year to a global audience. The Press exports some 50 percent of output to more than 60 countries using representatives in Britain, Ireland and Europe and agents elsewhere including North America, Canada and Australia.

Book information

ISBN: 9780719077180
Publisher: Manchester University Press
Imprint: Manchester University Press
Pub date:
DEWEY: 794.8
DEWEY edition: 23
Language: English
Number of pages: 247
Weight: 282g
Height: 198mm
Width: 130mm
Spine width: 20mm