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Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design
Never Alone : Video Games as Interactive Design

Never Alone : Video Games as Interactive Design

  • An exploration of interaction design through 35 classic examples of video games, from Space Invaders to Minecraft
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An exploration of interaction design through 35 classic examples of video games, from Space Invaders to Minecraft

Our lives are increasingly lived on screens, and every one of our electronic interactions is mediated by a designed interface, which can be buggy and incomprehensible or inviting and accessible. Like other ubiquitous everyday tools, these interfaces are seldom recognized as objects of design―and even less as objects of interactive design. In video games, however, users are acutely aware of their relationship with the interface, making video games compelling examples of this important field of contemporary design.
Published in conjunction with an exhibition at the Museum of Modern Art, 
Never Alone: Video Games as Interactive Design explores the impact of interactive design by examining 35 video games created between 1972 and 2018―from Space Invaders (1978) and Pac-Man (1980) to The Sims (2000) and Minecraft (2011). An overarching essay by curators Paola Antonelli, Anna Burckhardt and Paul Galloway presents the pioneering criteria by which MoMA has selected these video games for its collection, as well as the protocols for their acquisition, display and conservation. The richly illustrated plate section is divided into three sections that analyze input devices (keyboards, joysticks, buttons), game de

Symbol
9781633451414
Producer code
9781633451414
Author
Anna Burckhardt
Paul Galloway
Cover
oprawa miękka
Publisher
Museum of Modern Art
Language
English
Liczba stron
160
Format
209 x 260 x 16
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