This book draws on Aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the Video Game as a popular cultural form.
Video games are awkward objects that have defied efforts to categorise them within establ.
It argues that games like Grand Theft Auto and Elektroplankton are Aesthetic objects that appeal to players because they offer an experience of form, as this idea was understood by philosophers like Immanuel Kant and Theodor Adorno.
This book draws on Aesthetic theory, including ideas from the history of painting, music and dance, to offer a fresh perspective on the Video Game as a popular cultural form