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  • What Games Mean: Understanding Games as Art

    What Games Mean by Sichling, Brandon L.;

    Understanding Games as Art

      • GET 10% OFF

      • Publisher's listprice GBP 54.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        24 827 Ft (23 645 Ft + 5% VAT)
      • Discount 10% (cc. 2 482 Ft off)
      • Discounted price 22 345 Ft (21 281 Ft + 5% VAT)

    22 345 Ft

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    Availability

    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 26 October 2026

    • ISBN 9781041277392
    • Binding Paperback
    • No. of pages174 pages
    • Size 229x152 mm
    • Language English
    • Illustrations 7 Illustrations, black & white; 7 Halftones, black & white
    • 700

    Categories

    Short description:

    What Games Mean: Understanding Games as Art relates games to established artforms through painting movements, auteur theory, music albums, and documentary. Each chapter discusses the history of the art movement in question and then reads games through those lenses.

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    Long description:

    What Games Mean: Understanding Games as Art relates games to established artforms through painting movements, auteur theory, music albums, and documentary. Each chapter discusses the history of the art movement in question and then reads games through those lenses. By defamiliarizing games by thinking about them with atypical genre and form, What Games Mean helps create a common language between tabletop and video games and other kinds of art.


    This book is about enjoying games in different dimensions as well as offering strategies for game makers to think about their own work and process. Professionals and students can look at games from different perspectives and gain new approaches to how they work.


    All this is done considering the roles and responsibilities of artists. These ethical questions are considered in relation to 20th-century art and how it relates to advertisement and propaganda, labor movements and workers’ rights in games industries, and how game makers can best interact with their audiences.

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    Table of Contents:

    Preface: Close Playing


    Chapter 1 - The Line Must Be Drawn Here: What is “Art”?


    Chapter 2 - But you have infinite chances to make a Post-Impression: Impressionist Play


    Chapter 3 - Cult of Borderline Personality: Auteur Theory and Games


    Chapter 4 - Long Playing: Games as Music


    Chapter 5 - Now You’re Playing Truth to Power: Neorealism and Documentary


    Afterworld: New Game Minus

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