Videogames and Aesthetics
Videogames and Aesthetics
Datos Bibliográficos
| ID | 4079337 |
|---|---|
| Autores | Grant Tavinor (0000-0003-2349-4261, Lincoln University - Pennsylvania, autor de correspondencia) |
| Año | 2010 |
| Volumen | 5 |
| Número | 8 |
| Páginas | 624-634 |
| Fecha de publicación | 2010-07-20 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Philosophy Compass (JOURNAL) |
| Identificadores de la revista | ISSN: 1747-9991 • E-ISSN: 1747-9991 |
| Editorial | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/j.1747-9991.2010.00317.x |
| OpenAlex | W1493497802 |
| Idioma | EN |
| Citas recibidas | 3 |
| Referencias citadas | 12 |
Videogames are one of the most striking developments in recent popular arts. Many of the issues traditional to philosophical aesthetics find a new setting in videogames, and often take on a dramatic new form. Little has been written specifically on videogames in the philosophy of the arts, although they are often discussed in non‐philosophical disciplines, such as media studies. A number of issues seem prominent, particularly those following from the interactive nature of videogames. This article is a survey of the issues concerning videogames most likely to interest philosophers of the arts
Aesthetics · Art · Everyday Aesthetics · Media arts · Sociology · The arts · Visual arts · Art, Technology, and Culture · Cinema and Media Studies · Digital Games and Media
| Obras citantes distintas | 3 |
|---|---|
| Citas por año | 0,33 |
| Intervalo de citas | 2017 - 2019 (3) |
| Velocidad de citación | historical |
| Altamente citado | No |
| Tipos de cita | Neutras: 3 |