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OverviewLos Santos Plays Itself begins with a simple claim: the most obsessively filmed city in contemporary art may be a fake Los Angeles built by Rockstar Games. Taking its cue from Thom Andersen's Los Angeles Plays Itself, the book asks what happens when video art and post-photographic practices run on a commercial game engine. If Andersen traced how cinema framed a city, this study follows how simulation generates its own urban logic. Across more than seventy works made between 2013 and 2025, the book tracks artists who treat Grand Theft Auto V as software rather than a narrative. Their work exposes Los Santos as executable code: an apparatus in which ideology is encoded into traffic models, weather systems, and police routines. Machinima becomes a post-cinematic practice that scripts resistance into this procedural logic through ambient observation, modding, and infrastructural critique. Full Product DetailsAuthor: Matteo Bittanti , Jordy VeenstraPublisher: Mimesis Imprint: Mimesis Dimensions: Width: 14.00cm , Height: 1.80cm , Length: 21.00cm Weight: 0.363kg ISBN: 9788869775192ISBN 10: 8869775194 Pages: 322 Publication Date: 16 January 2026 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Available To Order We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationMatteo Bittanti is a media theorist, curator, writer, and artist whose work centres on video games and contemporary art. He directs the Milan Machinima Festival and curates the online platform VRAL. As a scholar, he has published widely on games, game-based art, and visual culture. He is associate professor of media studies at IULM University, dividing his time between Los Angeles and Milan. Jordy Veenstra is a video editor, experimental filmmaker, machinima artist, and front-end developer based in Amsterdam. His work links video games and narrative through machinima, guided by a self-devised 'practice of distortion': applying cinematic conventions such as 24 fps, widescreen ratios, motion blur, grain, colour grading to treat game footage as cinema. Altering the perceptual grammar of in-game image and sound, he unsettles assumptions about medium specificity. Tab Content 6Author Website:Countries AvailableAll regions |
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