It looks like you're offline.
Open Library logo
additional options menu

MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-019.mrc:142256900:3415
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-019.mrc:142256900:3415?format=raw

LEADER: 03415cam a2200445 a 4500
001 9428564
005 20120620225439.0
008 120202s2012 nyua 000 0 eng
010 $a 2012002044
019 $a748329668$a780542045
020 $a9781599621104
020 $a159962110X
020 $a9781599621098 (hardback)
020 $a1599621096 (hardback)
029 1 $aNZ1$b14186779
029 1 $aAU@$b000049017458
035 $a(OCoLC)ocn740631156
035 $a(OCoLC)740631156$z(OCoLC)748329668$z(OCoLC)780542045
035 $a(NNC)9428564
040 $aDLC$beng$cDLC$dYDX$dBTCTA$dBDX$dMOF$dYDXCP$dBKL
042 $apcc
050 00 $aGV1469.3$b.A7656 2012
082 00 $a794.8$223
084 $aCKB000000$aFAM034000$2bisacsh
100 1 $aMelissinos, Chris.
245 14 $aThe art of video games :$bfrom Pac-Man to mass effect /$cChris Melissinos & Patrick O'Rourke.
250 $a1st ed.
260 $aNew York :$bWelcome Books,$c2012.
300 $a215 p. :$bcol. ill. ;$c27 cm.
500 $aPublished in cooperation with the Smithsonian American Art Museum.
500 $aPublished to coincide with the Art of Video Games exhibition, at the Smithsonian American Art Museum in Washington, D.C., Mar. 16-Sept. 30, 2012.
520 $a"The forty-year history of the video game industry, the medium has undergone staggering development, fueled not only by advances in technology but also by an insatiable quest for richer play and more meaningful experiences. From the very beginning, with the introduction of the Magnavox Odyssey in 1972, countless individuals became enthralled by a new world opened before them, one in which they could control and create, as well as interact and play. Even in their rudimentary form, video games held forth a potential and promise that inspired a generation of developers, programmers, and gamers to pursue visions of ever more sophisticated interactive worlds. As a testament to the game industry's stunning evolution, and to its cultural impact worldwide, the Smithsonian American Art Museum and curator Chris Melissinos conceived the 2012 exhibition The Art of Video Games. Along with a team of game developers, designers, and journalists, Melissinos selected an initial group of 240 games in four different genres to represent the best of the game world. Selection criteria included visual effects, creative use of technologies, and how world events and popular culture influenced the games. The Art of Video Games offers a revealing look into the history of the game industry, from the early days of Pac-Man and Space Invaders to the vastly more complicated contemporary epics such as BioShock and Uncharted. Melissinos examines each of the eighty winning entries, with stories and comments on their development, innovation, and relevance to the game world's overall growth. Visual images, composed by Patrick O'Rourke, are all drawn directly from the games themselves, and speak to the evolution of games as an artistic medium, both technologically and creatively"--$cProvided by publisher.
650 0 $aVideo games$xHistory.
650 0 $aVideo games$xSocial aspects.
650 0 $aVideo games$vExhibitions.
650 7 $aCOOKING / General.$2bisacsh
650 7 $aFAMILY & RELATIONSHIPS / Parenting / General.$2bisacsh
700 1 $aO'Rourke, Patrick.
710 2 $aSmithsonian American Art Museum.
852 00 $bfaxlc$hGV1469.3$i.A7656 2012