Games
& Art
Games
as Art?
http://pc.ign.com/news/25422.html
Taking
Video Games Seriously, as Art and Product
By
JEFFREY R. YOUNGRIGGER HAPPY: VIDEO GAMES AND THE ENTERTAINMENT REVOLUTION By
Steven Poole (Arcade Publishing, $25.95) STEVEN POOLE was a child in the late
1970's, when video games first invaded arcades and homes, and he fondly remembers
spending countless hours gunning down aliens and saving many a digital princess.
During the last year, he has played hundreds of past and current video games
with a more critical eye, in an effort to understand what makes these hyperkinetic
amusements so captivating. The result is "Trigger Happy: Video Games and the
Entertainment Revolution," which is both an eloquent rationalization for the
guilty pleasures of video gaming and a persuasive argument for taking electronic
games seriously as an art form worthy of critical attention.
American
consumers now spend more on video games than on movie tickets — with video
game hardware and software sales now totaling about $8.9 billion per year, compared
with about $7.3 billion in box office receipts. And video game characters —
from the cartoonish Mario Brothers to the curvaceous Lara Croft — have become
cultural icons. But the games themselves are often ignored by serious critics
and scholars, according to Mr. Poole. "Video games today find themselves in
the position that the movies and jazz occupied before World War II; popular
but despised, thought to be beneath serious evaluation," he writes.
Mr.
Poole, a 28-year-old British journalist whose day job is reviewing books, music
and video games for the British newspaper The Guardian, believes that video
games get a bum rap when they are dismissed as mindless wastes of time or blamed
for inspiring violence like the killings in Littleton, Colo. Sure, he concedes,
the latest driving games or shoot- 'em-ups offer cheap visual thrills, but they
also provide unique aesthetic experiences. And curling up with a good PlayStation
2 title might help players tame the increasingly complex technology that surrounds
them. "A person who is very good at Time Crisis will probably be a good shot
with a real gun," Mr. Poole writes, referring to a popular arcade game in which
players shoot a plastic light gun at a video monitor. "But no convincing explanation
is available as to why such an otherwise well-balanced individual would want
to make the move from play to murder." Nevertheless, Mr. Poole argues that video
game makers should demonstrate "a type of moral responsibility" by simulating
emotional elements and depicting the consequences of violence. To him, this
simply makes for better art. Extremely violent titles like Carmageddon, for
instance, offer players nothing to do but drive around randomly shooting pedestrians,
which can quickly become dull. Metal Gear Solid, which Mr. Poole cites as an
example of a mature video game, is more interesting because it presents nuanced
characters and encourages players to kill as few people as possible. "Trigger
Happy" offers a solid history of four decades' worth of electronic gaming. But
by comparing the video game to ancient contests like spear throwing or to the
wonders of the penny arcades of the 1800's, it also struggles to situate video
games within broader historical contexts of both art and play. The book also
tries to analyze the various components — sound effects, characters, plot,
interfaces — that make video games tick. Mr. Poole argues that the key to
understanding video games is not to think of them as interactive versions of
films or as attempts to simulate reality.
Instead,
he says, video games should offer open environments to explore, and those environments
should have their own internal logic that can transcend the boundaries of real-world
physics. The best video games can induce an almost Zen-like state, Mr. Poole
says, "a kind of high-speed meditation, an intense absorption in which the dynamic
form of successful play becomes beautiful and satisfying." "Games will never
be as good as films at telling stories visually," he concludes. "They'll never
be as good as books at weaving cerebral tapestries of ideas and human lives.
But video games are already extremely good at providing an exhilarating blast
of the animal emotions. Fear and triumph — that is why you play a video game
at the moment." Mr. Poole seems to treat the research for the book as a kind
of adventure game in its own right, as he enthusiastically leads readers through
industry trade shows in Los Angeles and Chiba City, Japan. And to support his
arguments, he gives detailed examples of favorite moments from his own gaming
sessions. Mr. Poole may be preaching to the converted rather than crying in
the wilderness.
Many
scholars have already embraced the notion that video games deserve critical
attention. In the past two years, a growing number of scholars and artists have
turned their attention to video games, said Dr. Lev Manovich, an associate professor
of visual arts at the University of California at San Diego and author of "The
Language of New Media," published earlier this year by the MIT Press. And the
University of California at Irvine recently considered a proposal to make "computer
games and gaming" an official undergraduate minor. (The faculty senate rejected
the idea, which may be resubmitted.) Until you can get a degree in the art of
playing video games, however, "Trigger Happy: Video Games and the Entertainment
Revolution" offers an introductory course. At times it even reads like a college
textbook, employing the techniques of postmodern theory and frequent references
to Plato, Descartes and Shakespeare. Don't be surprised, Mr. Poole says, if
future poets, painters, novelists, architects and — of course — game designers
take their inspiration from their favorite video games.
"Toys'n'Noise" Center
for Contemporary Art, Arcade, Linz, Austria, curated by Margarete Jahrmann &
Georg Weckwerth http://www.ok-cca.aec.at/ausstellungen/toysnnoise/toys.htm
Artists: Play & Games
Michael
Kelley
http://www.altculture.com/aentries/m/mxkelley.html
http://www.rooseum.se/prevex/precol/kelley33/kelley33.html
http://www.rooseum.se/prevex/precol/kelley33/craft.html
Roy
Lichenstein
http://www.artcyclopedia.com/artists/lichtenstein_roy.html
http://www.lichtensteinfoundation.org/#
RtMark
http://search.npr.org/cf/cmn/cmnpd01fm.cfm?PrgDate=6%2F20%2F2000&PrgID=2
RTmark
(14.4 | 28.8) -- RTmark is an anonymous collective of media provocateurs who
have pulled some of the best-known cultural pranks of the past five years. Among
their practical jokes: swapping the voiceboxes of talking Barbie and GI Joe
dolls at a New York Toys-R-Us, and launching satirical "Giuliani for Senate"
and "GATT" Websites. They've also emerged as effective defenders of artists
against commercial interests on the Web. Now their work has been included in
the Whitney Biennial. NPR's Rick Karr reports. (7:45) View RTmark's Web site.
http://www.rtmark.com/
Kathleen
Ruiz
http://www.wired.com/news/culture/0,1284,38314,00.html?tw=wn20000830
Center for Contemporary Art, Linz,
Austria, "Toys'n'Noise", curated by Margarete Jahrmann & Georg
Weckwerth http://www.ok-cca.aec.at
http://www.rpi.edu/%7Eruiz/Bang/Bang.html
http://www.elpais.es/p/d/temas/pisani/8pisan31.htm
Kathleen
Ruiz is a digital media artist who creates interactive virtual environments,
simulations and digital photographs that express issues about the structure
of perception, behavior and interaction, and restructured reality. Her work
has been seen in the U.S., Europe and Japan.
An
Assistant Professor of Electronic Arts and Information Technology in the Arts
at Rensselaer Polytechnic Institute, Ruiz is represented by the Sandra Gering
Gallery in New York City. Ruiz has developed graduate and undergraduate courses
in Virtual Environments/3D Web, Digital Imaging, Computer Art, Cyber Arts, The
Art of Gaming, Media Arts Studio, Advanced Digital 3D Projects and Creativity
& Visualization.
Ruiz's
work has been published in Leonardo, The New York Times, Aperture,
Art News, USA Today, Wired and many others. She has received numerous
awards including the Mid Atlantic Arts Foundation Award, a New York City Department
of Cultural Affairs Percent for Art Commission, and a recent New York State
Council on the Arts grant. Her current work satirizing media violence is a continuation
of her interests in the borderline between reality and fantasy.
AnneMarie
Schliler
http://www.rhizome.org/cgi/query.cgi?a=Xref&q=game&f=k
http://www.rhizome.org/cgi/query.cgi?a=Xref&q=game&f=k
Linda
Vigdor
http://www.paraspace.com/
Jeff
Koons
http://www.sfmoma.org/collections/painting+sculpture/ma_coll_koons.html
http://www.altculture.com/aentries/k/koonsxj.html
http://www.artcyclopedia.com/artists/koons_jeff.html
Mel
Chin
http://www.artcarmuseum.com/knowmad.html
Margarete
Jahrman
nTRACKER by konsum.net
an artist based COOPeration Programm implemented by Max Moswitzer and Margarete
Jahrmann located on the independent
Konsum
Slacker Server
http://www.konsum.net/ntracker
live performed on the 25th 201 at 8pm Zagreb Fair Building, Avenija Dubrovnik
15, 10 000 Zagreb, Croatia at the occasion of the exhibition 26th Youth Salon,
In nTracker we show in a Supertheory event a new COOPeration Programm of the
Konsum artists. It uses the principal of Tracker - which came out of the game
crackers demo scene - means for the strucuture of a certain software: to use
very small samples - "modules" and combine it with a timepattern- "Track"- which
says when to play the sample. nTracker uses the binary number traces you leave
on the net - traceroute and logfiles for this timepattern.It is an ndimesion
of information you can experience in psychoacoustic noise. All kind of data
you leave behind you on the machines have timestamps. One player is transfering
the data live into sound with the help of the nTracker online software and the
webpage. He is slightly mutating the existing codes and inverting its function.
The other player is mixing all sources and performing live autotheoretisation
of the artwork done and using thinkingmodels and lingo of the so called super-systemtheory.
Trackers ...the word refers both to the software used and the people who do
it ... It opens a new aera of COOPeration programms connected with the Konsum
SLACKER server location. +--------+ +--------+ | SENDER | | TARGET | +--------+
+--------+ | ^| [============( Router )=====( Router )=====( Router )==|====]
^ ^ ^ | | TTL=1 | TTL=2 | TTL=3 | TTL=4 Traceroute | | | | shows these -----+--------------+--------------+------------/
IP addresses [] Shot0008.jpg [] shtr04.tif [] shtr02.tif [] Shot0024.jpg
The
"Game Show" The Bellevue Museum, Bellevue, Washington
http://www.bellevueart.org/home.htm
Game
Show November 20, 1999 - January 30, 2000 Games and game theory shed light on
aspects of the artistic process. The exhibition included interactive stations
and artists in residence. Game Show served as a prototype for the ongoing presence
of artists and thinkers in the new museum.