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dc.contributor.authorCharrieras, Damienen
dc.date.accessioned2013-11-22
dc.date.available2013-11-22
dc.date.issued2013-01-01en
dc.identifier.citationCleland, K., Fisher, L. & Harley, R. (2013) Proceedings of the 19th International Symposium on Electronic Art, ISEA2013, Sydney.en
dc.identifier.urihttp://hdl.handle.net/2123/9662
dc.description.abstractOur research addresses the impact of technological mediations on the contemporary creative practices of production in interactive games and new media arts. More specifically, our research focuses on game engines. Caught between different actors, cultures, organizations and functions, video game engines are cultural and socio-technical objects whose complex nature mirrors the multiple and competing definitions of video games and has similarly broad ranging cultural, social and economic impacts. The paper highlights the necessity to go beyond the current research on game engines, and outlines a new way to conceptualize them through a discussion of the studies of Ian Bogost and Luciana Parisi.en
dc.publisherISEA Internationalen
dc.publisherAustralian Network for Art & Technologyen
dc.publisherUniversity of Sydneyen
dc.subjectVideo Game Enginesen
dc.subjectCirculationen
dc.subjectCreative Practicesen
dc.subjectVideo Game Industriesen
dc.subjectNew Media Arten
dc.titleGame engines as prehension of incomputable data: the processual effectivities of game engines.en
dc.typeConference paperen
usyd.facultyUniversity hosted conferences


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