By Emma Barker
This quantity interrogates labels utilized in usual histories of the paintings of this era (baroque, rococo, neoclassicism, and Romanticism) and examines either demonstrated and up to date art-historical methodologies, together with formalism, iconology, spectatorship and reception, and identification and distinction. Key issues comprise baroque Rome, Dutch work of the Golden Age, Georgian London, the Paris salon, and the influence of the invention of the South Pacific.
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Additional info for Art & Visual Culture 1600-1850: Academy to Avant-Garde
Much of the philosophical interest in videogaming will derive from how these conditions interact to produce new possibilities of artistic creation, and also new tensions, given that the definitional characteristics do not always sit comfortably together in their new setting in videogames. Enough of definition; it is now time to move on to the explanation of videogames. CHAPTER SUMMARY Previous theoretical approaches to videogames do not hold much promise when formulated as definitions. Rather, to define videogames, we need to look into the formal possibilities of definition itself, and construct a definition that offers the possibility that there may be more than one way to be a videogame.
Rather, to define videogames, we need to look into the formal possibilities of definition itself, and construct a definition that offers the possibility that there may be more than one way to be a videogame. qxd 7/7/09 12:06 PM Page 33 WHAT ARE VIDEOGAMES ANYWAY? 33 to provide such entertainment through the employment of either rule and objective gameplay or interactive fiction. This definition promises to provide a focal point in this study. Also, it allows us to reflect on the continuities between videogames and previous forms of culture, connections that will be explored in the coming chapters.
This visual condition seems almost stipulatory owing to the fact that there just is a nominal variant that refers to videogames/computer games/electronic games in virtue of their visual qualities. One potential counter to my definition is that it counts out games without visual display elements. Metris is a computer game that is structurally similar to Tetris, but which uses musical tones and phrases where Tetris employs geometrical shapes. qxd 28 7/7/09 12:06 PM Page 28 WHAT ARE VIDEOGAMES ANYWAY?
Art & Visual Culture 1600-1850: Academy to Avant-Garde by Emma Barker