LEADER 02209nam 2200493I 450 001 9910566455103321 005 20230320054958.0 010 $a1-943208-35-2 024 7 $a10.3998/mpub.12414517 035 $a(CKB)5840000000017812 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/90762 035 $a(MiU)10.3998/mpub.12414517 035 $a(OCoLC)1372335685 035 $a(MdBmJHUP)musev2_100737 035 $a(EXLCZ)995840000000017812 100 $a20220421h20222022 uy 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aVideo game art reader$hversion_4.1.2022 /$fEditor-in-Chief, Tiffany Funk ; Managing Editor, Michael Reed 210 1$aAmherst, Massachusetts :$cAmherst College Press,$d[2022] 210 4$dİ2022 215 $a1 electronic resource (118 p.) 311 $a1-943208-34-4 320 $aIncludes bibliographical references. 330 3 $aIn 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. 517 1 $aVideo game art reader. 606 $aVideo games$xDesign 606 $aVideo games$xSocial aspects 606 $aComputer art 608 $aElectronic books. 615 0$aVideo games$xDesign. 615 0$aVideo games$xSocial aspects. 615 0$aComputer art. 702 $aFunk$b Tiffany 702 $aReed$b Michael 801 0$bEYM 801 1$bEYM 906 $aBOOK 912 $a9910566455103321 996 $aVideo game art reader$93087332 997 $aUNINA