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| | BOOK FORMAT Flexi, 8 x 10 in. / 140 pgs / 120 color. PUBLISHING STATUS Pub Date 9/6/2022 Forthcoming DISTRIBUTION D.A.P. Exclusive Catalog: FALL 2022 p. 17 PRODUCT DETAILS ISBN 9781633451414 TRADE List Price: $40.00 CDN $55.00 AVAILABILITY Awaiting stock | EXHIBITION SCHEDULENew York, NY The Museum of Modern Art, 9/10/22–Summer 2023 | | BROWSE THE 2022 FALL CATALOG  | Preview our Fall 2022 catalog, featuring more than 500 new books on art, photography, design, architecture, film, music and visual culture. |
|   |   | Never Alone: Video Games as Interactive DesignEdited with text by Paola Antonelli. Text by Anna Burckhardt, Paul Galloway.
 An exploration of interaction design through 35 classic examples of video games, from Space Invaders to MinecraftOur 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.
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|  | STATUS: Forthcoming | 9/6/2022 This title is not yet published in the U.S. To pre-order or receive notice when the book is available, please email orders @ artbook.com | |
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FORMAT: Flexi, 8 x 10 in. / 140 pgs / 120 color. LIST PRICE: U.S. $40.00 LIST PRICE: CANADA $55 ISBN: 9781633451414 PUBLISHER: The Museum of Modern Art, New York AVAILABLE: 9/6/2022 DISTRIBUTION: D.A.P. RETAILER DISC: TRADE PUBLISHING STATUS: Forthcoming AVAILABILITY: Awaiting stock TERRITORY: NA ONLY | D.A.P. CATALOG: FALL 2022 Page 17 | PRESS INQUIRIES
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| Never Alone: Video Games as Interactive Design Published by The Museum of Modern Art, New York. Edited with text by Paola Antonelli. Text by Anna Burckhardt, Paul Galloway. 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.
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