Classifying Videogames As Art and Why It Matters Now
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Evaluating Dynamic Difficulty Adaptivity in Shoot'em up Games
SBC - Proceedings of SBGames 2013 Computing Track – Full Papers Evaluating dynamic difficulty adaptivity in shoot’em up games Bruno Baere` Pederassi Lomba de Araujo and Bruno Feijo´ VisionLab/ICAD Dept. of Informatics, PUC-Rio Rio de Janeiro, RJ, Brazil [email protected], [email protected] Abstract—In shoot’em up games, the player engages in a up game called Zanac [12], [13]2. More recent games that solitary assault against a large number of enemies, which calls implement some kind of difficulty adaptivity are Mario Kart for a very fast adaptation of the player to a continuous evolution 64 [40], Max Payne [20], the Left 4 Dead series [53], [54], of the enemies attack patterns. This genre of video game is and the GundeadliGne series [2]. quite appropriate for studying and evaluating dynamic difficulty adaptivity in games that can adapt themselves to the player’s skill Charles et al. [9], [10] proposed a framework for creating level while keeping him/her constantly motivated. In this paper, dynamic adaptive systems for video games including the use of we evaluate the use of dynamic adaptivity for casual and hardcore player modeling for the assessment of the system’s response. players, from the perspectives of the flow theory and the model Hunicke et al. [27], [28] proposed and tested an adaptive of core elements of the game experience. Also we present an system for FPS games where the deployment of resources, adaptive model for shoot’em up games based on player modeling and online learning, which is both simple and effective. -
Reflections on the Night Journey: an Experimental Video Game
Reflections on The Night Journey: an Experimental Video Game By Tracy Fullerton Tracy Fullerton is an experimental game designer and an Associate Professor in the Interactive Media Division of the USC School of Cinematic Arts where she is the Director of the Electronic Arts Game Innovation Lab, a design think tank that has produced a number of independent games, including Cloud, flOw and The Night Journey (discussed in this article). She is also the author of Game Design Workshop: a Playcentric Approach to Creating Innovative Games, a design book formalizing the creative approach used in the Game Innovation Lab and USC games curriculum. In December of 2008, she was installed as the Electronic Arts Endowed Chair in Interactive Entertainment at USC. Games as an aesthetic form are at a moment of crisis. As has been often pointed out by the popular press, the digital game industry, only thirty odd years old, has quickly become a powerful economic force in the realm of entertainment media, surpassing the revenues of the film industry’s box office. I have remarked elsewhere on the fact that games are played in 90% of U.S. households and young people in the U.S. spend an average of 20 minutes per day playing video games.1 But, while these are certainly impressive facts, they hardly point to games as an important artistic force. Games are conventionally seen as entertainment for children, lacking in artistic merit, and prone to unrepentant violence. They lag far behind media such as film and books in their recognized cultural value. By many accounts, the predominant entertainment form of the coming century will be digital and playful but also vapid and violent. -
Playstation's Coronavirus Contribution: Stay Home and Play Free 'Uncharted,' 'Journey' PS4 Video Games 16 April 2020, by Mike Snider, Usa Today
PlayStation's coronavirus contribution: Stay home and play free 'Uncharted,' 'Journey' PS4 video games 16 April 2020, by Mike Snider, Usa Today The game maker's Play At Home initiative also includes a $10 million fund to support independent game developers, Ryan said. "Independent developers are vital to the heart and soul of the gaming community and we understand the hardships and financial struggles that many smaller gaming studios are facing," he said. The Uncharted games—"Uncharted: Drake's Fortune," "Uncharted 2: Among Thieves," and "Uncharted 3: Drake's Deception"—are action- adventure games starring treasure-hunting hero Nathan Drake. Originally released between 2007 and 2011 for the PlayStation 3, each has been remastered for the PS4. Credit: CC0 Public Domain "Journey" is a single-player exploration game from thatgamecompany, in which the player navigates a nondescript cloaked character through a magical Need some video game pursuits to keep you desert world. "The game's life-affirming message is occupied during the stay-at-home measures to timeless and perhaps more important now than combat the spread of the coronavirus? Sony has a ever before," Ryan said. giveaway for PlayStation 4 players. Sony is working with internet service providers in Starting Wednesday at 11 p.m. ET/8 p.m. PT, PS4 the U.S. and Europe to manage download traffic, owners can download "Uncharted: The Nathan so game downloads "may take a little longer," he Drake Collection" and the game "Journey" for free. said. Once you download the games, you can keep them. But you must download the games by May "During these days of physical distancing, fans 5. -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
Is Thatgamecompany Bringing Computer Games Closer to Art with Their New Game Flower
The Philosophy of Computer Games Conference, Oslo 2009 Is Thatgamecompany Bringing Computer Games Closer to Art with Their New Game “Flower”? Lill Eilertsen “It's beautiful, stirring, and it may have some rethinking their definitions of art” 1 “Flower, coming to the PlayStation Network this Thursday, is set to become the leading argument for games as art” 2 “Flower gives the gamer a fully emotional experience”3 These are exclamations following Internet presentations of Thatgamecompanys new game “Flower”, released on February 12th this year. Both developers and users describe it as a game with special aesthetic qualities. Its artistry is on the one hand explained through the games’ lack of explicit instructions and score systems, on the other hand through its abstract and dreamlike story. A third argument for “Flower” bringing computer games closer to art, preaches its delicate graphics and their ability to arouse the players’ emotions4. Less ludic, more artistic? There is no doubt that text instructions and score numbers can be annoying in the screen picture of a game striving for a pure visual expression. Thus letting graphics and soundtrack themselves lead you through the game, is a sophisticated and intelligent way to solve this 1 Internet presentation at GameTrailers.com: http://www.gametrailers.com/video/review-flower/46064, May 21th, 2009. 2 Kuchera Ben, Internet article: http://arstechnica.com/gaming/reviews/2009/02/ps3s-flower-is-art-extends- conversation-on-what-games-are.ars, February 1st, 2009. 3 Kellee Santiago, president of Thatgamecompany, during a video conferance at NTNU, Trondheim, May, 6th, 2009. 4 ibid 1 problem. -
LUDIC VISUALS the Visualizations of Game Mechanics
LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Sample of Gamers.” International Journal of Mental Health and Addiction 14, No
Doing Things with Games Social Impact Through Play Doing Things with Games Social Impact Through Play Lindsay Grace Knight Chair of Interactive Media, University of Miami, School of Communication CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2020 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed on acid-free paper International Standard Book Number-13: 978-1-138-36727-2 (Hardback) International Standard Book Number-13: 978-1-138-36726-5 (Paperback) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. -
Artscience Museum Reimagines Videogames with New Exhibition Virtual Realms: Videogames Transformed
FOR IMMEDIATE RELEASE ArtScience Museum reimagines videogames with new exhibition Virtual Realms: Videogames Transformed Overcoming the challenges of the pandemic, the exhibition makes its global premiere in Singapore SINGAPORE (9 June 2021) – Visitors will be transported to a new dimension at ArtScience Museum’s latest exhibition, Virtual Realms: Videogames Transformed. Making its international debut in Singapore on 12 June, the exhibition showcases videogame creativity in six new installations that reshape how games can be experienced in virtual and physical realms. Co-curated by celebrated game designer Tetsuya Mizuguchi, in collaboration with the Barbican in London, Virtual Realms is a co-production with ArtScience Museum and Melbourne Museum. The new artworks presented in Virtual Realms are conceived by some of the world’s leading videogame developers, KOJIMA PRODUCTIONS (makers of DEATH STRANDING), Enhance (Tetsuya Mizuguchi and team behind Rez Infinite), thatgamecompany (authors of the game, Sky: Children of the Light), Tequila Works (the studio that made RiME), Media Molecule (creators of Dreams) and David OReilly (creator of the game, Everything). They have each developed a newly commissioned installation inspired by these games, working in collaboration with the media artists and design studios, Rhizomatiks, FIELD.IO, The Mill, Marshmallow Laser Feast, onedotzero and The Workers. The immersive exhibition introduces visitors to new ways of approaching and enjoying videogames through six key themes – SYNESTHESIA, UNITY, CONNECTION, PLAY, NARRATIVE and EVERYTHING. Appendix I has full details of each of the interactive experiences. “Virtual Realms is a multi-sensorial, interactive presentation of artworks inspired by videogames. To present the global premiere of this extraordinary exhibition at ArtScience Museum, we had to work together with our colleagues at the Barbican, and all the game designers and artists in the exhibition, on overcoming a myriad of challenges presented by the Covid-19 pandemic. -
Press Start: Video Games and Art
Press Start: Video Games and Art BY ERIN GAVIN Throughout the history of art, there have been many times when a new artistic medium has struggled to be recognized as an art form. Media such as photography, not considered an art until almost one hundred years after its creation, were eventually accepted into the art world. In the past forty years, a new medium has been introduced and is increasingly becoming more integrated into the arts. Video games, and their rapid development, provide new opportunities for artists to convey a message, immersing the player in their work. However, video games still struggle to be recognized as an art form, and there is much debate as to whether or not they should be. Before I address the influences of video games on the art world, I would like to pose one question: What is art? One definition of art is: “the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.”1 If this definition were the only criteria, then video games certainly fall under the category. It is not so simple, however. In modern times, the definition has become hazy. Many of today’s popular video games are most definitely not artistic, just as not every painting in existence is considered successful. Certain games are held at a higher regard than others. There is also the problem of whom and what defines works as art. Many gamers consider certain games as works of art while the average person might not believe so. -
ABZÛ DIVES INTO PLAYSTATION 4 and PC the Critically Acclaimed
ABZÛ DIVES INTO PLAYSTATION 4 AND PC The Critically Acclaimed Underwater Adventure Available Now CALABASAS, CA, Calif. – AUGUST 2 nd , 2016 – 505 Games – part of the Digital Bros Group - and Giant Squid proudly announce the release of ABZÛ, the highly anticipated inspirational aquatic journey available today for digital download on PlayStation 4 and PC via STEAM. ABZÛ is a beautiful underwater adventure that immerses players in a vibrant ocean world full of mystery and bursting with color and life. Playing as the Diver, you’ll discover hundreds of unique species based on real creatures and form a powerful connection with the abundant sea life. But this underwater world is dangerous, broken and toxic – and your mission is to unlock the mysteries of the deep and change the world around you. Developed by Giant Squid Studios – led by Matt Nava, the artistic mind behind Journey® and Flower®, ABZÛ is told in the form of mythology and folklore as opposed to a traditional story arc. ABZU derives from ancient Sumerian language; AB, meaning water, and ZÛ, meaning to know. ABZÛ is the ocean of wisdom. ABZÛ is rated E for Everyone and priced at $19.99 for PS4 and STEAM available via digital download here: PlayStation Store: https://store.playstation.com/#!/cid=UP4040-CUSA03349_00-ABZUGAME00000000 PC via STEAM: http://store.steampowered.com/app/384190/ For more information on ABZÛ , please visit: www.abzugame.com or follow the ABZÛ community at: Twitter: https://twitter.com/abzugame | Facebook: https://www.facebook.com/AbzuGame/ - more - Platforms – PS4 and Steam PC Release Date – August 2, 2016 Publisher: 505 Games – part of Digital Bros Group Developer: Giant Squid Players: 1 (Single) Purchase and Asset Links: PlayStation Store: https://store.playstation.com/#!/cid=UP4040-CUSA03349_00-ABZUGAME00000000 PC via STEAM: http://store.steampowered.com/app/384190/ ASSETS: Screenshots, key art and other assets, please click HERE . -
O Jogo Eletrônico Como Interventor: Possibilidades De Mediação Desde O Processo De Produção
UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ DEPARTAMENTO ACADÊMICO DE DESIGN CURSO DE BACHARELADO EM DESIGN GUSTAVO HENRIQUE SANTOS SILVA LEONARDO ADOLFO SANDIM KRETZSCHMAR LUCAS ALVES DOS SANTOS O JOGO ELETRÔNICO COMO INTERVENTOR: POSSIBILIDADES DE MEDIAÇÃO DESDE O PROCESSO DE PRODUÇÃO. TRABALHO DE CONCLUSÃO DE CURSO CURITIBA 2014 GUSTAVO HENRIQUE SANTOS SILVA LEONARDO ADOLFO SANDIM KRETZSCHMAR LUCAS ALVES DOS SANTOS O JOGO ELETRÔNICO COMO INTERVENTOR: POSSIBILIDADES DE MEDIAÇÃO DESDE O PROCESSO DE PRODUÇÃO. Trabalho de Conclusão de Curso de graduação, apresentado à disciplina de Trabalho de Conclusão de Curso 2, do Curso Superior de Bacharelado em Design do Departamento Acadêmico de Desenho Industrial – DADIN – da Universidade Tecnológica Federal do Paraná – UTFPR, como requisito parcial para obtenção do título de Bacharel. Orientadora: Profa. Dra. Luciana Martha Silveira CURITIBA 2014 1 Ministério da Educação Universidade Tecnológica Federal do Paraná Câmpus Curitiba PR Diretoria de Graduação e Educação Profissional UNIVERSIDADE TECNOLÓGICA FEDERAL DO PARANÁ Departamento Acadêmico de Desenho Industrial TERMO DE APROVAÇÃO TRABALHO DE CONCLUSÃO DE CURSO Nº 068 “O JOGO ELETRÔNICO COMO INTERVENTOR: POSSIBILIDADES DE MEDIAÇÃO DESDE O DESENVOLVIMENTO” por GUSTAVO HENRIQUE SANTOS SILVA LEONARDO ADOLFO SANDIM KRETZSCHMAR LUCAS ALVES DOS SANTOS Trabalho de Conclusão de Curso apresentado no dia 07 de março de 2014 como requisito parcial para a obtenção do título de BACHAREL EM DESIGN do Curso de Bacharelado em Design, do Departamento Acadêmico de Desenho Industrial, da Universidade Tecnológica Federal do Paraná. Os alunos foram arguidos pela Banca Examinadora composta pelos professores abaixo, que após deliberação, consideraram o trabalho aprovado. Banca Examinadora: Prof(a). MSC. Kando Fukushima DADIN - UTFPR Prof(a).