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DIGITAL ARTS

PUBLISHER
The Museum of Modern Art, New York

BOOK FORMAT
Flexi, 8 x 10 in. / 140 pgs / 120 color.

PUBLISHING STATUS
Pub Date
Active

DISTRIBUTION
D.A.P. Exclusive
Catalog: FALL 2022 p. 17   

PRODUCT DETAILS
ISBN 9781633451414 TRADE
List Price: $39.95 CAD $55.95

AVAILABILITY
In stock

TERRITORY
NA ONLY

EXHIBITION SCHEDULE

New York, NY
The Museum of Modern Art, 9/10/22–Summer 2023

THE FALL 2024 ARTBOOK | D.A.P. CATALOG

Artbook | D.A.P. Catalog Cover Link
Preview our FALL 2024 catalog, featuring more than 500 new books on art, photography, design, architecture, film, music and visual culture.
  

THE MUSEUM OF MODERN ART, NEW YORK

Never Alone: Video Games as Interactive Design

Edited with text by Paola Antonelli. Text by Anna Burckhardt, Paul Galloway.

Never Alone: Video Games as Interactive Design

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 designers and players, and each game is accompanied by a short text illuminating its significance in the history of the medium.


PRAISE AND REVIEWS

WIRED

Angela Watercutter

A testament to the fact that although people want to paint gamers as loners shooting away in their basements, video games can be community-building.

Curbed

Diana Budds

Shows how designers coax players through the worlds they create on a screen and ultimately invites us to think critically about how we experience all digital interfaces and our interactions with them.

Never Alone: Video Games as Interactive Design

in stock  $39.95


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FROM THE ARTBOOK BLOG

CORY REYNOLDS | DATE 10/6/2022

From Space Invaders to The Sims

From Space Invaders to The Sims

Never Alone: Video Games as Interactive Design—an exploration of interactive design through 35 classic examples of video games—is on view now at MoMA. We're certainly feeling nostalgic about iconic early games like Pac-Man, 1980, pictured here. "We believe that video games can be a vehicle for moving society forward," Paola Antonelli, Anna Burckhardt and Paul Galloway write; "Steven Poole, at the turn of the twenty-first century, declared that they would 'shape the worlds we will all inhabit tomorrow.' We would like to think this is still true: That video games, through their nature as interactive design and their potential to shape behavior, can encourage tolerance, fluidity and pluralism, and help societies withstand reactionary attacks against human and civil rights. That they can be testing grounds for the avant-garde, for notions still too radical for the wider public. That they can model equitable and inclusive communities and challenge, in their imaginative spaces, previous modes of racial representation and gender construction. That they can give attention, acknowledgement and respect to underrepresented cultures, as does Never Alone, the game that gives this book its title. That they can bring us closer to nature and focus our awareness on climate change and the associated environmental crises. That through them we can embody and empathize with other individuals and other species and perhaps even will a more respectful and balanced reality into being. Through museums and other cultural institutions that look into the past to think about how the future might unroll, we may begin to comprehend the power of video games to surpass the hurdles we encounter IRL, and to harness that power for good." continue to blog


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