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Nelson P. Computer Games As Landscape Art

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Nelson P. Computer Games As Landscape Art
Palgrave Macmillan. 2024. — 207 p.
Introduction
References
What Is a Landscape?
The Picturesque
The Romantic
Definitions of Landscape
References
What Is a Computer Game?
A Game Must Be Played
Using Computers to Play Games
Rules, Mechanics, Simulations, and Interpretation
Avatars and Game Spaces
Space and Place in Computer Games
Game Spaces and Landscapes
Games as Artefacts in the World
How to Study a Computer Game from the Perspective of a Player
Creative Works Cited
References
Half-Life 2: Could I Apocalypse?
Who Is in the Landscape, and How?
A Landscape Is Seen Through the First-Person Shooter Frame
A Gladiator in a Theme Park
At Least One Alien in the Landscape
The Promethean Dystopia and the Neo-Baroque Remix Landscape
When the Adventure Is Over
Creative Works Cited
References
Tourism and Gun-Running in Counter-Strike: Global Offensive
The Game Engine, the EULA and the Ha-Ha
Guns Looking at Guns
Converting a Counter-Strike Landscape
Tourist Landscapes
Sports Landscapes
Skin in the Game: Guns and Money
The School Shooter Landscape
Creative Works Cited
References
Autosave: Redoubt
From the ‘Playing I’ to the ‘Modding We’
The Implied First-Person Shooter
The History of the Shing Mun Redoubt
Building a Landscape in the Hammer Editor
Lights and Sounds in Dark Tunnels
Playing the Reconstruction
The Landscape of Autosave: Redoubt: Using the Limits
Creative Works Cited
References
Garry’s Mod: The Computer Game Becomes Photoshop
A Game Made from Other Games
Playing as Modding
The Playground Landscape
Postmodern Rubble or a Digimodern Swamp?
The Unexpected Uses of Garry’s Mod
Creative Works Cited
References
Conclusion
Creative Works Cited
References
Index
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