LEADER 03651nam 22005655 450 001 9910743691803321 005 20251008153457.0 010 $a9783031376344 010 $a303137634X 024 7 $a10.1007/978-3-031-37634-4 035 $a(MiAaPQ)EBC30726221 035 $a(CKB)28131378100041 035 $a(Au-PeEL)EBL30726221 035 $a(DE-He213)978-3-031-37634-4 035 $a(EXLCZ)9928131378100041 100 $a20230831d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aComputer Games As Landscape Art /$fby Peter Nelson 205 $a1st ed. 2023. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2023. 215 $a1 online resource (207 pages) 311 08$a9783031376337 327 $a Introduction -- 1: What is a Landscape? -- 2: What is a Computer Game? -- 3: Half-Life 2: Could I Apocalypse? -- 4: Tourism and Gun-Running in CS:GO -- 5: Autosave: Redoubt -- 6: Garry?s Mod: The Computer Game Becomes Photoshop -- Conclusion. 330 $aThis book makes a significant contribution to the critical literature in game studies, around questions of space in particular, and to game analysis more generally. Nelson addresses the medium specificity of games and game engines as well as teasing out aesthetic, philosophical and political-economic connections with landscape painting. This interplay of art history and digital media theory is innovative, deftly handled and productive. The book is also, importantly, an engaging and enjoyable read. ?Dr Seth Giddings, Associate Professor of Digital Culture & Design Southampton Institute for Arts and Humanities, science and technology lead Winchester School of Art, University of Southampton This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry?s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images. Peter A C Nelson is an artist and academic, originally trained in painting, drawing and art history, who publishes on computer games, graphics and aesthetics. He is currently an Assistant Professor at HongKong Baptist University. 606 $aGames 606 $aArt$xHistory 606 $aPopular culture 606 $aGames Studies 606 $aArt History 606 $aPopular Culture 615 0$aGames. 615 0$aArt$xHistory. 615 0$aPopular culture. 615 14$aGames Studies. 615 24$aArt History. 615 24$aPopular Culture. 676 $a794.84 676 $a794.84 700 $aNelson$b Peter$01085391 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910743691803321 996 $aComputer Games As Landscape Art$93560202 997 $aUNINA