Publication:
Video Game Art Reader: Volume 4

datacite.subject.fos oecd::Humanities
dc.contributor.author Funk, Tiffany
dc.date.accessioned 2023-07-24T01:44:32Z
dc.date.available 2023-07-24T01:44:32Z
dc.date.issued 2022
dc.description Amherst College Press - CC-BY-NC - https://www.jstor.org/stable/10.3998/mpub.12414517 - 118 pages
dc.description.abstract In 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.identifier.isbn 978-1-94320-835-7
dc.identifier.uri http://repository.vlu.edu.vn:443/handle/123456789/6355
dc.language.iso en_US
dc.subject Art & Art History
dc.title Video Game Art Reader: Volume 4
dc.type Resource Types::text::book
dspace.entity.type Publication
oairecerif.author.affiliation #PLACEHOLDER_PARENT_METADATA_VALUE#
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