LEADER 03608nam 2200685I 450 001 9910832911903321 005 20240221120358.0 010 $a9781943208647 010 $a1943208646 024 7 $a10.3998/mpub.14371652 035 $a(CKB)5710000000233371 035 $a(OCoLC)1446547641 035 $a(MdBmJHUP)musev2_122779 035 $a(MiU)10.3998/mpub.14371652 035 $a(ScCtBLL)88e7ec05-0251-47eb-8b82-33bb24da3d25 035 $a(ODN)ODN0011022950 035 $a(EXLCZ)995710000000233371 100 $a20240221h20242024 uy 0 101 0 $aeng 135 $aur|||||||nn|n 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aVideo Game Art Reader $hversion_5.1.2024 $ispecial edition: game arts curators kit /$fEditor-in-Chief, Tiffany Funk ; Managing Editor, Michael Reed ; Staff Editor Tim Kwasny ; Designer Eleanor Schichtel ; Editorial Board James Conley [and 10 others] 210 1$aAmherst, Massachusetts :$cAmherst College Press,$d[2024] 210 4$dİ2024 215 $a1 online resource: $ccolor illustrations 300 $aTitle from eBook information screen.. 311 08$a9781943208630 311 08$a1943208638 320 $aIncludes bibliographical references. 330 3 $aMany ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called "traditional" video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation. 517 3 $aGame arts curators kit 606 $aVideo games$xExhibitions$vHandbooks, manuals, etc 606 $aVideo games in art$xExhibitions$vHandbooks, manuals, etc 606 $aArchives$xAcquisitions$vHandbooks, manuals, etc 606 $aAcquisitions (Libraries)$vHandbooks, manuals, etc 606 $aMuseums$xAcquisitions$vHandbooks, manuals, etc 606 $aCuratorship$vHandbooks, manuals, etc 615 0$aVideo games$xExhibitions 615 0$aVideo games in art$xExhibitions 615 0$aArchives$xAcquisitions 615 0$aAcquisitions (Libraries) 615 0$aMuseums$xAcquisitions 615 0$aCuratorship 686 $aART000000$aART046000$aART064000$2bisacsh 700 $aFunk$b Tiffany$01831065 702 $aConley$b James 702 $aSchichtel$b Eleanor 702 $aKwasny$b Tim 702 $aReed$b Michael 702 $aFunk$b Tiffany 712 02$aMichigan Publishing (University of Michigan), 712 02$aAmherst College.$bPress, 801 0$bEYM 801 1$bEYM 906 $aBOOK 912 $a9910832911903321 996 $aVideo Game Art Reader$94402951 997 $aUNINA