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dc.contributor.authorHecker, Chrisen_US
dc.date.accessioned2015-02-16T11:05:34Z
dc.date.available2015-02-16T11:05:34Z
dc.date.issued2001en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00490en_US
dc.description.abstractComputer games share many artistic and technical characteristics with films of the early 1900s. Games' artistic evolution is hampered by the lack of artistic respect from society at large, and the lack of technical standards that would allow artistic innovation. The same problems affected cinema during its birth. During the early 20th century, film managed to find its way from popular diversion to highly respected art form. Will games follow the same course, or will they be stuck forever in the ghetto of pop culture? What technological and artistic changes need to occur in the medium for games to evolve beyond merely shooting aliens and into an art form worthy of association with painting, music, writing, and film? This talk will pose some of those questions, if not attempt to answer them.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleWhy Games Will Be the Preeminent Art Form of the 21stCenturyen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00490en_US
dc.identifier.pagesxvi-xvien_US


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