Graphical technologies, innovation and aesthetics in the video game industry: a case study of the shift from 2D to 3D graphics in the 1990s

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This paper presents the research project of the INTEGRAE team. It aims to unravel the links between graphical technologies and innovation in the games industry and in gamer culture by focusing on a specific historical corpus: the transition from 2D to 3D graphics in the 1990s. This transition is of the utmost importance in video game history because it conflates two different issues, which analysis and research will distillate: innovation in graphical technologies, in the capacity to represent and implement tridimensional game spaces, and in types of gameplay. From a research and disciplinary standpoint, rooting this study in the graphical dimension of gameplay allows for interesting and fruitful interdisciplinary explorations of art history and film studies approaches; moreover, it makes a strong case for the shortcomings of any single disciplinary framework, and for the importance of game studies to establish itself as an academic discipline of its own.

ARSENAULT, Dominic, Pierre-Marc Côté, Audrey Larochelle & Sacha Lebel (2013), « Graphical technologies, innovation and aesthetics in the video game industry: a case study of the shift from 2D to 3D graphics in the 1990s ». In : G|A|M|E. The Italian Journal of Game Studies, no.2 – Technology Evolution and Perspective Innovation. Università di Cagliari. https://www.gamejournal.it/graphical-technologies-innovation-and-aesthetics-in-the-video-game-industry-a-case-study-of-the-shift-from-2d-to-3d-graphics-in-the-1990s/

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