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Beschreibung
How games create beauty and meaning, and how we can use them to explore the aesthetics of thought.

Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think of literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect.

In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.
How games create beauty and meaning, and how we can use them to explore the aesthetics of thought.

Are games art? This question is a dominant mode of thinking about games and play in the twenty-first century, but it is fundamentally the wrong question. Instead, Frank Lantz proposes in his provocative new book, The Beauty of Games, that we think about games and how they create meaning through the lens of the aesthetic. We should think of games, he writes, the same way we think of literature, theater, or music—as a form that ranges from deep and profound to easy and disposable, and everything in between. Games are the aesthetic form of interactive systems, a set of possibilities connected by rules of cause and effect.

In this book, Lantz analyzes games from chess to poker to tennis to understand how games create beauty and evoke a deeper meaning. He suggests that we think of games not only as hyper-modern objects but also as forms within the ancient context of artistic production, encompassing all of the nebulous and ephemeral qualities of the aesthetic experience.
Über den Autor
Frank Lantz has taught game design for over twenty years at New York University, where he helped create the NYU Game Center and served as the founding Chair of the Game Design department from its inception until 2021. Frank is a game designer who has shipped over fifty titles, including the 2017 viral hit Universal Paperclips. In 2020, Frank created the board game Hey Robot in collaboration with his wife and son. Hey Robot has since become a recurring feature on The Tonight Show Starring Jimmy Fallon.
Inhaltsverzeichnis
TOC
Introduction—Serpentes, the Fruit of Knowledge
1 Games as an Aesthetic Form
2 Life and Death and Middle Pair
3 Hearts and Minds
4 Games, Systems, and the World
Details
Erscheinungsjahr: 2025
Genre: Importe, Kunst
Rubrik: Kunst & Musik
Thema: Innenarchitektur & Design
Medium: Taschenbuch
Reihe: Playful Thinking
Inhalt: Einband - flex.(Paperback)
ISBN-13: 9780262552950
ISBN-10: 0262552957
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Lantz, Frank
Hersteller: The MIT Press
Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de
Abbildungen: 6 b&w illustrations
Maße: 201 x 131 x 15 mm
Von/Mit: Frank Lantz
Erscheinungsdatum: 11.03.2025
Gewicht: 0,178 kg
Artikel-ID: 131694844

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