LEADER 03170oam 2200649I 450 001 9910783944403321 005 20230223014926.0 010 $a1-134-70836-X 010 $a1-134-70837-8 010 $a1-280-32848-7 010 $a0-203-13520-2 010 $a0-203-17181-0 024 7 $a10.4324/9780203135204 035 $a(CKB)1000000000256011 035 $a(EBL)165889 035 $a(OCoLC)48137948 035 $a(SSID)ssj0000312813 035 $a(PQKBManifestationID)11229685 035 $a(PQKBTitleCode)TC0000312813 035 $a(PQKBWorkID)10332509 035 $a(PQKB)11032769 035 $a(MiAaPQ)EBC165889 035 $a(Au-PeEL)EBL165889 035 $a(CaPaEBR)ebr5001435 035 $a(CaONFJC)MIL32848 035 $a(EXLCZ)991000000000256011 100 $a20180331d2000 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aVisual digital culture $esurface play and spectacle in new media genres /$fAndrew Darley 210 1$aLondon ;$aNew York :$cRoutledge,$d2000. 215 $a1 online resource (241 p.) 225 1 $aSussex studies in culture and communication 300 $aDescription based upon print version of record. 311 $a0-415-16555-5 311 $a0-415-16554-7 320 $aIncludes bibliographical references (p. 207-215) and index. 327 $aBook Cover; Title; Contents; List of illustrations; Acknowledgements; Introduction; History; A back story: realism, simulation, interaction; Genealogy and tradition: mechanised spectacle as popular entertainment; Shaping tradition: the contemporary context; Aesthetics; Simulation and hyperrealism: computer animation and TV advertisements; The waning of narrative: new spectacle cinema and music video; The digital image in 'the age of the signifier'; Spectators; Games and rides: surfing the image; Surface play and spaces of consumption; Active spectators?; Exhibiting spectacle (and style) 327 $aConclusionNotes; Bibliography; Author index; Subject index 330 $aDigital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these 410 0$aSussex studies in culture and communication. 606 $aVideo games$xSocial aspects 606 $aVideo recordings$xSocial aspects 615 0$aVideo games$xSocial aspects. 615 0$aVideo recordings$xSocial aspects. 676 $a306.4/87 700 $aDarley$b Andrew.$0627685 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910783944403321 996 $aVisual digital culture$92677389 997 $aUNINA