02209nam 2200493I 450 991056645510332120230320054958.01-943208-35-210.3998/mpub.12414517(CKB)5840000000017812(oapen)https://directory.doabooks.org/handle/20.500.12854/90762(MiU)10.3998/mpub.12414517(OCoLC)1372335685(MdBmJHUP)musev2_100737(EXLCZ)99584000000001781220220421h20222022 uy 0engurmn|---annantxtrdacontentcrdamediacrrdacarrierVideo game art readerversion_4.1.2022 /Editor-in-Chief, Tiffany Funk ; Managing Editor, Michael ReedAmherst, Massachusetts :Amherst College Press,[2022]©20221 electronic resource (118 p.)1-943208-34-4 Includes bibliographical references.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.Video game art reader.Video gamesDesignVideo gamesSocial aspectsComputer artElectronic books. Video gamesDesign.Video gamesSocial aspects.Computer art.Funk TiffanyReed MichaelEYMEYMBOOK9910566455103321Video game art reader3087332UNINA