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(The Work of) Play in the Age of Ele...
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Newton, Alexis Cho.
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(The Work of) Play in the Age of Electronic Reproduction.
Record Type:
Electronic resources : Monograph/item
Title/Author:
(The Work of) Play in the Age of Electronic Reproduction./
Author:
Newton, Alexis Cho.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2017,
Description:
65 p.
Notes:
Source: Masters Abstracts International, Volume: 78-12.
Contained By:
Masters Abstracts International78-12.
Subject:
Multimedia Communications. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10267827
ISBN:
9781369820812
(The Work of) Play in the Age of Electronic Reproduction.
Newton, Alexis Cho.
(The Work of) Play in the Age of Electronic Reproduction.
- Ann Arbor : ProQuest Dissertations & Theses, 2017 - 65 p.
Source: Masters Abstracts International, Volume: 78-12.
Thesis (M.S.)--Michigan Technological University, 2017.
This item must not be sold to any third party vendors.
Electronic technologies have allowed for the mass (re)production of new media artifacts on a previously unachievable scale. While media across the board have been effected by the scope of such technology, videogames specifically provide an interesting and generative point of contact in the digital world. Videogames bridge gaps between the academic, political, and popular often unintentionally and unconsciously in ways that other new media artifacts and technologies cannot. But, while this is so, there seems to be a gap in discourse that brings together virtual and embodied experiences in order to create a more cohesive and holistic understanding of the role that videogames, play, and aesthetic experience have in an increasingly technologically mediated world. This project aims to build a foundation upon which to critically approach videogames, and new media more generally, through an understanding of the relationship between avant-garde aesthetics, electronic technologies, and massively reproducible play environments.
ISBN: 9781369820812Subjects--Topical Terms:
1057801
Multimedia Communications.
(The Work of) Play in the Age of Electronic Reproduction.
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Electronic technologies have allowed for the mass (re)production of new media artifacts on a previously unachievable scale. While media across the board have been effected by the scope of such technology, videogames specifically provide an interesting and generative point of contact in the digital world. Videogames bridge gaps between the academic, political, and popular often unintentionally and unconsciously in ways that other new media artifacts and technologies cannot. But, while this is so, there seems to be a gap in discourse that brings together virtual and embodied experiences in order to create a more cohesive and holistic understanding of the role that videogames, play, and aesthetic experience have in an increasingly technologically mediated world. This project aims to build a foundation upon which to critically approach videogames, and new media more generally, through an understanding of the relationship between avant-garde aesthetics, electronic technologies, and massively reproducible play environments.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10267827
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