Synopsis: In the forty years since the first Magnavox Odyssey pixel
winked on in 1972, the home video game industry has undergone a mind-blowing
evolution. Fueled by unprecedented advances in technology, boundless
imaginations, and an insatiable addiction to fantastic new worlds of play, the
video game has gone supernova, rocketing two generations of fans into an
ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s
mega morph, the Smithsonian American Art Museum, with curator and author Chris
Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which
will run from March 16 to September 30, 2012.* Welcome Books will release the
companion book this March. Melissinos presents video games as not just mere play, but
richly textured emotional and social experiences that have crossed the boundary
into culture and art. Along with a team of game developers, designers, and
journalists, Melissinos chose a pool of 240 games across five different eras to
represent the diversity of the game world. Criteria included visual effects,
creative use of technologies, and how world events and popular culture
manifested in the games. The museum then invited the public to go online to
help choose the games. More than 3.7 million votes (from 175 countries) later,
the eighty winners featured in The Art of Video Games exhibition and book were
selected. From the Space Invaders of the seventies to sophisticated
contemporary epics BioShock and Uncharted 2, Melissinos examines each of the
winning games, providing a behind-the-scenes look at their development and
innovation, and commentary on the relevance of each in the history of video
games. Over 100 composite images, created by Patrick O’Rourke, and
drawn directly from the games themselves, illustrate the evolution of video
games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating
interviews with influential artists and designers–from pioneers such as Nolan
Bushnell to contemporary innovators including Warren Spector, Tim Schafer and
Robin Hunicke. The foreword was written by Elizabeth Broun, director of the
Smithsonian American Art Museum and Mike Mika, noted game preservationist and
prolific developer, contributed the introduction the introduction. (from the online description)
Review: My Husband and I saw this exhibit at the Chrysler Museum in Norfolk, VA and it was spectacular. I knew I had to own the book. Having the book is almost like having the exhibit in your hands. Although the exhibit used screens, artifacts, and interactive pieces (i.e. games you could play), the book captures the written portion and the overall feeling of the exhibit. With glossy pages and a unique organization system, it is clear much thought went into this book. The authors did a good job of harnessing and expression the idea that video games are more than just games, but an art form that incorporates the best thing about books, films, and technology. I agree. I enjoyed reading the history of the video game. And although they left out several of my favorites (World of Warcraft and Mortal Kombat), I see why they chose the games they did. A must read for any video game fan!
Bookmarks: 8 of 10
Awards: None
ISBN: 978-1599621104
Date Finished: 4-6-2015
Pages: 216
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