Art, Gaut and Games: the Case for Why Some Video Games Are Art
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Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects. -
Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives
University of New Hampshire University of New Hampshire Scholars' Repository Honors Theses and Capstones Student Scholarship Spring 2012 Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives Travis Pynenburg University of New Hampshire - Main Campus Follow this and additional works at: https://scholars.unh.edu/honors Part of the Educational Methods Commons, and the Instructional Media Design Commons Recommended Citation Pynenburg, Travis, "Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives" (2012). Honors Theses and Capstones. 70. https://scholars.unh.edu/honors/70 This Senior Honors Thesis is brought to you for free and open access by the Student Scholarship at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Honors Theses and Capstones by an authorized administrator of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. Games Worth a Thousand Words: Critical Approaches and Ludonarrative Harmony in Interactive Narratives Travis Pynenburg Thomas Newkirk May 16, 2012 Pynenburg 1 If we are going to reach our potential when innovation dries up, we need to be important. We need to speak to the human condition. We need to make games that people care about so much, they can't not play them. —Jonathan Blow Video games stand on the precipice of artistic legitimacy in the academic community. In 2004, game designer Eric Zimmerman wrote, "Academic journals, conferences, and courses about computer-based storytelling, digital interactivity, and gaming culture have flourished like a species of virulent weed in the manicured garden of the university" (154). -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
FILM SPECIFICATIONS Indie Game: the Movie Documentary, 96 Mins
FILM SPECIFICATIONS SALES CONTACT Indie Game: The Movie Andrew Herwitz Documentary, 96 mins The Film Sales Company 16:9, HD CAM / DCP 212.481.5020 SOUND: Dolby Digital Surround [email protected] PRESS CONTACT - INTERVIEWS PRESS CONTACT - REVIEWS Jason Eskin Elena Zilberman Bond Strategy and Influence Strategy PR 212.354.2137 646-918-8730 [email protected] [email protected] FILMMAKER CONTACT FILM TRAILER Lisanne Pajot & James Swirsky www.vimeo.com/25268139 Directors/Producers www.youtube.com/ [email protected] watch?v=YtBZ68Fx1Kw www.indiegamethemovie.com STILLS www.facebook.com/IndieGameTheMovie www.indiegamethemovie.com/press @indiegamemovie KEY FESTIVALS/AWARDS 2012 Official Selection Sundance Film Festival World Documentary Competition 2012 Winner Sundance Best Editing in World Documentary Competition 2012 Official Selection South By Southwest Film Festival 2012 Official Selection Hot Docs FIlm Festival 2012 Game Developers Conference San Francisco EVENT PREVIEW RELEASE Indie Game: The Movie - The Tour, presented by Adobe®, 15 US cities with directors/subjects in attendance, March-May 2012 THEATRICAL RELEASE New York, NY: IFC Center, May 18th - 24th Los Angeles, CA: NoHo Theater, May 18th-24th Seattle, WA: SIFF Film Center, April 27th - May 3rd San Francisco, CA: Roxy Film Center, May 18th-24th Phoenix, AZ: The Film Bar, May 18th-24th Miami, FL: O Cinema, May 24th-27th Toronto, ON: TIFF Lightbox, May25th-May31st Across Canada: 35+ Theatres, Cineplex One Night Event, May 3rd DIGITAL/DVD RELEASE Summer 2012, Date TBA CREDITS OPENING CREDITS BlinkWorks Presents A Flutter Media Production Music by Jim Guthrie Cinematography and Editing by Lisanne Pajot and James Swirsky Directed by Lisanne Pajot and James Swirsky END CREDITS Directed by Lisanne Pajot and James Swirsky Music by Jim Guthrie This film was made possible by the kind people of the Internet. -
Decoding the Neoliberal Politics of Digital Games
STRUGGLING WITH SIMULATIONS: DECODING THE NEOLIBERAL POLITICS OF DIGITAL GAMES by David Thomas Murphy Master of Arts, Cinema and Media Studies, York University, Toronto, Ontario, 2008 Bachelor of Arts combined honors, Media, Information, and Technoculture and Film Studies, Western University, London, Ontario, 2005 A dissertation presented to Ryerson University and York University in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the program of Communication & Culture Toronto, Ontario, Canada, 2016 © David Murphy, 2016 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A DISSERTATION I hereby declare that I am the sole author of this dissertation. This is a true copy of the dissertation, including any required final revisions, as accepted by my examiners. I authorize Ryerson University to lend this dissertation to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this dissertation by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my dissertation may be made electronically available to the public. ii Abstract Struggling with Simulations: Decoding the Neoliberal Politics of Digital Games Doctor of Philosophy (2016) David Thomas Murphy Communication and Culture Ryerson University and York University As a creative industry currently rivalling film and television, digital games are filled with a variety of political tensions that exist both between and within particular works. Unfortunately, internal discrepancies are often dismissed as indicators of political ambivalence, or treated as formal flaws that need to be overcome. To address this gap, this dissertation draws from game studies, media studies, and political economics to investigate the contradictory relationships between popular games and neoliberalism, specifically in relation to playful forms of resistance and critique that emerge during gameplay. -
Roger Ebert and the Games-As-Art Debate Felan Parker
Roger Ebert and the Games-as-Art Debate Felan Parker Cinema Journal, Volume 57, Number 3, Spring 2018, pp. 77-100 (Article) Published by University of Texas Press DOI: https://doi.org/10.1353/cj.2018.0032 For additional information about this article https://muse.jhu.edu/article/691992 Access provided by University of Virginia Libraries & (Viva) (21 Aug 2018 20:29 GMT) Roger Ebert and the Games-as-Art Debate by FELAN PARKER Abstract: This article examines the cultural legitimation of digital games, and how fi lm critic Roger Ebert became the unlikely antagonist in a heated popular debate about games and art between 2005 and 2010. Although most scholars dismiss this debate as ignorant and misguided, it reveals much about colloquial notions of art and aesthetics, and it has had far-reaching implications for popular discourse on games. Framed by the Ebert debate, the article analyzes arguments for and against games as art in terms of their sociocultural signifi cance and concludes by arguing that the debate is an important factor in the recent history of gaming culture. ultural perspectives on digital games have changed signifi cantly in the past forty years.1 For much of the 1970s, 1980s, and 1990s, the mainstream media portrayed digital games as potentially harmful to children and detrimental to society.2 When journalists did contest these claims or push back against the broader cultural anxiety about games, it was usually in terms of the potential Chealth or educational benefi ts of games to children or society, emphasizing their instrumental rather than aesthetic value, a strategy that has also been noted in popular discourse around television.3 The moral panic about games persisted into the 2000s, but in the past fi fteen years or so, coinciding with the economic growth of the game industry and the demographic expansion (and fragmentation) of the audience for games, “an alternative narrative appear[ed] . -
{PDF} Lewis Carrolls Games and Puzzles
LEWIS CARROLLS GAMES AND PUZZLES PDF, EPUB, EBOOK Lewis Carroll,Edward Wakeling | 96 pages | 31 Aug 1992 | Dover Publications Inc. | 9780486269221 | English | New York, United States Lewis Carrolls Games and Puzzles PDF Book Here is the complete text of Lewis Carroll's "Jabberwocky. But the Rubik's Cube persists as the epitome of the unsophisticated, maddening puzzle that doubles as an innocent toy for children. Our editors independently research, test, and recommend the best products; you can learn more about our review process here. The 10 Best PlayStation 4 Games of Think of the difficulty level, the type of game, and how many times you can solve the puzzle without memorizing it or getting bored with it. Type keyword s to search. Lifewire uses cookies to provide you with a great user experience. Everything you say and do has consequences on future episodes, so think carefully about how you progress through the narrative. Let's explore the world of puzzle games that will leave you wild-eyed and foaming at the mouth for more. This simple puzzle, made for toddlers and younger kids, will help them learn to recognize the letters in their names and functions as a fun decoration for their rooms. Matthew Legarreta. Xbox Reviews. Keep in mind where you intend to use the puzzle game before purchasing it. Also like Tetris, it involves moving matching game pieces into groups. Educational Insights Kanoodle A great game that requires players to follow instructions and develop their logical thinking. Please take our 3-minute survey, and give us feedback about your visit today. -
Film Club Screening
Film Club at WIU SPRING 2015 SCREENINGS: ROOM 220 @ 7 PM (SIMPKINS) January 28th Being John Malkovich (1999, USA) A puppeteer discovers a portal that leads literally into the head of the movie star. Directors: Spike Jonze Starring: John Cusack, Cameron Diaz, John Malkovich, Octavia Spencer (IMDB) February 11th Castle in the Sky (1986, Japan) A young boy and a girl with a magic crystal must race against pirates and foreign agents in a search for a legendary floating castle. Director: Hayao Miyazaki Starring: Anna Paquin, James Van Der Beek, Cloris Leachman (IMDB) February 25th Claudine (1974, USA) Claudine tries to provide for her six children in Harlem while on welfare. She has a romance with Roop, a cheerful garbageman she meets while working on the side as a maid. Director: John Berry Starring: Diahann Carroll, James Earl Jones (IMDB) March 11th How to Get Ahead in Advertising (1989, UK) Dennis Dimbleby Bagley is a brilliant young advertising executive who can't come up with a slogan to sell a revolutionary new pimple cream. His obsessive worrying affects not only his relationship with his wife, his friends and his boss, but also his own body - graphically demonstrated when he grows a large stress- related boil on his shoulder. Director: Bruce Robinson Starring: Richard E. Grant, Rachel Ward , Richard Wilson (IMDB) March 25th Nine Queens (2000, Argentina) Two con artists try to swindle a stamp collector by selling him a sheet of counterfeit rare stamps. Director: Fabián Bielinsky Starring: Gastón Pauls, Ricardo Darín, Leticia Brédice (IMDB) April 8th Salaam Bombay! (1988, India) The boy Krishna is abandoned by his mother at the Apollo Circus and she tells him that he can only return home when he can afford 500 rupees to pay for the bicycle of his brother that he had trashed. -
Competitive Gaming
WORCESTER POLYTECHNIC INSTITUTE Competitive Gaming Design and Community Building Interactive Qualifying Project Stefan Alexander and Maxwell Perlman Advisor: Brian Moriarty, IMGD 3/6/2014 Abstract This project attempts to characterize the qualities that make a competitive game successful. By researching the relevant literature and conducting original interviews with designers, players, and other people associated with the gaming scene, we identified three important development principles: 1. Competitive games should be designed for casual play and balanced for competitive play. Nearly every successful competitive game has far more casual players than it does competitive players. Players should want to play your game regardless of any fame or prize support they could gain from playing it competitively. 2. Understanding who your players are and what they want, both in terms of game content and what they want to gain mentally or emotionally from playing the game, can greatly assist in the design of competitive games. When a player gets to use a strategy they enjoy at a high level of play, the game becomes far more enjoyable. 3. A competitive game is defined by its community. When the community is open, accepting, friendly, and helpful, it reflects well on the game and leads to thriving casual and competitive communities. Communities are also vital to the evolution of their players’ skills. Without a supportive and helpful community, players in that community will have a much harder time being successful than if they were a member of a more -
"CONSOLE" a Gaming Event for Game Developers and the Curious
"CONSOLE" A gaming event for game developers and the curious We, The Game Developers Guild of Norway, are organising a 3 day gaming event at the Science Center i Bergen, Norway. Our event is two-fold, one part for game developers and the other part is for the public. We expect 100 visitors for each of the first 2 days and about 300 for the public event. We want to present game developers with workshops that will give them tools to get their games published, distributed and played. We also want to introduce the public to the magic of games by fun gaming activities and introduction lectures specifically for parents. DAY 1 is organised by JoinGame, a value creation network for people working with and studying games. Their workshop program is based on the impact of games. Both the positive and the negative impacts. We have arranged a private showing of "Indie Game: The Movie" in collaboration with The International Film Festival in Bergen. Together we will be inviting the game developer stars of the film, Jonathan Blow (Braid), Phil Fish (Fez), Edmund McMillan (Super Meat Boy) and Tommy Refenes (Super Meat Boy). DAY 2 will be focused on providing game developers with useful information and tools to get their games published, distribted and advertised. We will also be inviting the guests from the previous night to share from their experiences as independent game developers. DAY 3 we will be promoting the game industry to the general public. We're aiming for families to attend the event. We're designing a game that is based on game design and programming and fun! We also intend to give parents an insight into games and what their children are playing and what's good about it.