University of Groningen Spel Tussen Amusement En Kunst Folkerts

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University of Groningen Spel Tussen Amusement En Kunst Folkerts University of Groningen Spel tussen amusement en kunst Folkerts, Jef IMPORTANT NOTE: You are advised to consult the publisher's version (publisher's PDF) if you wish to cite from it. Please check the document version below. Document Version Publisher's PDF, also known as Version of record Publication date: 2015 Link to publication in University of Groningen/UMCG research database Citation for published version (APA): Folkerts, J. (2015). Spel tussen amusement en kunst: De verbeelding van cultuur in games. Rijksuniversiteit Groningen. Copyright Other than for strictly personal use, it is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license (like Creative Commons). Take-down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Downloaded from the University of Groningen/UMCG research database (Pure): http://www.rug.nl/research/portal. For technical reasons the number of authors shown on this cover page is limited to 10 maximum. Download date: 26-09-2021 Spel tussen Amusement & Kunst DE VERBEELDING VAN CULTUUR IN GAMES Spel tussen amusement en kunst De verbeelding van cultuur in games Proefschrift ter verkrijging van de graad van doctor aan de Rijksuniversiteit Groningen op gezag van de rector magnificus prof. dr. E. Sterken en volgens besluit van het College voor Promoties. De openbare verdediging zal plaatsvinden op donderdag 30 april 2015 om 11.00 uur door Jef Folkerts geboren op 19 juni 1957 te Groningen Lay-out: Ids Kooistra Print: Grafimedia, FacilitairBedrijf RUG, Groningen ISBN: 978-90-367-7745-2 (boek) ISBN: 978-90-367-7744-5 (eboek) IV V Promotor Prof. dr. B.P. van Heusden Beoordelingscommissie Prof. dr. J.F.F. Raessens Prof. dr. J. Jansz Prof. dr. A.M.A. van den Oever VI VII ik vooral was getroffen door de willekeur in het cultuurpolitieke onderscheid tussen wat VOORWOORD amusement is en wat kunst. Promoveren op een onderwerp dat beide domeinen verbindt, dat vond ik een mooie ambitie, die echter voor iemand die de aio-leeftijd al even is gepasseerd niet makkelijk te realiseren bleek. Toen ik via een hbo-docentschap uitein- delijk toch aan het leeuwendeel van dit verhaal kon beginnen, voelde dat als een epic win: De meest eenvoudige en vaakst geciteerde definitie van een verhaal stamt van ik had het eerste level gehaald! Ik ben de Hanzehogeschool, haar bestuur, en natuurlijk Aristoteles: een verhaal is opgebouwd uit een begin, een midden en een slot. Voor de mijn eigen instituut voor Communicatie, Media & IT dan ook dankbaar en erkentelijk voor proloog van het verhaal rond dit proefschrift neem ik u even mee terug naar de jaren ’70. het vertrouwen dat zij in mij hebben gesteld. Oranje vloerbedekking, bruine bank, schrootjes aan de wand, en mijn ouders – fervent Maar het verhaal van mijn promotieonderzoek kon onmogelijk aanvangen zonder een klaverjassers – die op een prachtige dag thuiskomen met Pong: digitaal tafeltennissen promotor die mijn ideeën steunde. Onder invloed van zijn expertise en zijn geduldige, op de televisie. Ondanks de minimalistische zwart-witvormgeving veroorzaakte die ingetogen aard ging ik soms bijna geloven dat ik het helemaal zelf was die handen en allereerste interactieve multimedia-beleving een aardverschuiving in mijn denkraam: voeten gaf aan dit onderzoek. En hoewel dat voor een deel ook zo is, had ik dit proefschrift je draaide aan een knopje en er bewoog iets op het scherm! We raakten er bedreven in, nooit zo kunnen schrijven zonder mijn mentor Barend van Heusden. Zonder zijn cultuur- ontwikkelden behendigheid en speltactiek, speelden toernooien en waren in onze nopjes wetenschappelijk fundament rond kunst en cognitie was ik niet in staat geweest om zo’n met dit nieuwe speeltje. Valsspelen was onmogelijk, want Pong hield de stand bij, en Pong onderscheidend perspectief te kiezen, waarmee ik mijn diffuse gedachten uiteindelijk in was onpartijdig. de beoogde academische en theoretische vorm kon gieten. Het zou pedant zijn om mijzelf Pas halverwege de jaren ’80 – we zitten nog steeds in de proloog – kwam ik opnieuw na dit promotieonderzoek een ervaren onderzoeker te noemen. Wel durf ik te beweren dat met games in aanraking. Een vriend troonde me mee naar arcade-paleizen vol blinkende ik dankzij Barend een scherper onderscheidingsvermogen heb ontwikkeld, een nadruk- speel automaten. Het waren niet alleen de interactie, de uitdaging en de beloning van kelijker besef van de nuances in taal, en een gezonde twijfel aan stelligheid en objectiviteit misschien 5 minuten extra speeltijd die mij telkens deden terugkomen. Aan veel van als het gaat om wetenschappelijke kennis. Het is dan ook Barend aan wie ik mijn grootste die arcade-games was iets toegevoegd dat nog sterker dan Pong tot mijn verbeelding dank wil uitdrukken (al weet ik dat hij niet van poespas en grote woorden houdt). Met sprak: een verhaal, een omgeving, personages, gebeurtenissen, dialogen. Eenmaal in de veel plezier kijk ik terug op onze gesprekken, die mij steeds weer hebben gemotiveerd en nagebouwde cabine van een X-wing Fighter uit Star Wars werd je Luke Skywalker zelf, die opgetild. stoutmoedig de trench van de Death-Star invloog. Als je de vele obstakels en raketten wist Natuurlijk wil ik ook de andere personages uit dit verhaal niet tekort doen. Alle mensen te ontwijken moest je helemaal aan het eind je bom droppen, rechtstreeks op de kern. die mij hebben gesteund, geïnspireerd, aangemoedigd of getroost, mij bij tijd en wijle van En dan moest je nog maar zorgen dat je jouw fighter op tijd weer omhoog kreeg, om als de kritische feedback hebben voorzien, en die mij in mijn zwakke momenten – die volgens sodemieter ver uit de buurt van dat exploderende Dark Force-schip te komen. mij trouwens zeldzaam waren, want wat was het leuk om te doen! – nieuwe energie of Er komt schot in de zaak als we bij de beschrijving van mijn wetenschappelijke carrière bevestiging verschaften. Ik denk aan (ex)collega’s zoals Nick Degens, Eelco Braad, Jelle belanden. Na een colloquium doctum, een propedeuse Nederlands en de studie Kunst en de Boer, Harro Leupen, aan voormalig lectoren Koos Nuijten en Wouter van den Hoogen, Kunstbeleid, we schrijven 1994, had ik het gevoel dat mijn academisch avontuur al ten en aan Jeanine Deen, die binnen ons instituut de stimulerende intervisiebijeenkomsten einde was. Ik kon niet bevroeden dat het nog maar de proloog was van wat ik hier vertel. “Onder Promovendi” organiseerde. Tot besluit denk ik aan de collega’s die ik niet allen bij Omdat ik voor die studie een pc nodig had – ze raakten eind jaren ‘80 net in zwang – kon ik naam zal noemen, maar die wel een rol hebben gespeeld in dit verhaal. Ook aan hen is dit voor het eerst ook thuis gamen. Vaak tot in de late uurtjes stelde ik mijn zenuwen en mijn dankwoord gericht. verbeelding bloot aan de eerste 3D-games als Doom, Quake en Unreal. Dat je met zo’n pc Dan kom ik bij de mensen die nog wat dichter bij mij staan, mijn vrienden, van wie ik ook heel productief kon zijn met het maken van websites, 3D-animaties en videomontage sommigen al 25 jaren of nog langer ken, en natuurlijk mijn familie. Ook jullie dank ik voor was mooi meegenomen. Geïnspireerd door creatieve geesten in mijn omgeving belandde de steun en het geduld dat jullie met mij hebben gehad. Elke promovendus zal het beamen: ik uiteindelijk in een warm en kunstzinnig bad op de kunstacademie te Kampen, als op sociaal gebied wil er nu eenmaal wel eens wat bij inschieten. werkplaatsassistent multimedia. De eerder gezaaide kiemcel voor dit proefschrift moet in die prettig gestoorde artistieke ambiance tot wasdom zijn gekomen. Want daar groeide En als laatste, maar zeker niet als minste dank ik mijn lief Oike, die er altijd voor langzaam maar zeker mijn ambitie om te duiden wat ik ervoer bij dat gamen. Hoe was het me was, maar die me ook steeds alle ruimte liet om mijn eigen gang te gaan, om het mogelijk dat zoveel mensen, jong en oud, ongeschoold of academicus, zich door die games verhaal van deze studie met hart en ziel te doorleven. Mijn promotie was al die jaren lieten vermaken, terwijl deze verbeeldingsvolle spelvorm door niet-gamers nog vaak als onmiskenbaar een obstakel voor tal van leuke uitjes, weekendtrips, vakanties en weet geestloos tijdverdrijf werd weggezet? ik wat al niet meer. Het kwam eigenlijk wel goed uit dat je zelf ook studeerde, steeds met Het zal tussen 2001 en 2003 zijn geweest dat de eerste nog ongerichte ideeën voor dit grote betrokkenheid en overgave, wat je al snel daarna opnieuw mocht laten zien in een proefschrift aan de oppervlakte kwamen. Via de inzichten van Murray, Manovich en De boeiende en veeleisende baan. Ik kan niet beloven dat vanaf nu alles beter wordt, maar we Mul over nieuwe media en games, over spel, over nieuwe manieren van vertellen kregen zullen ongetwijfeld in de gelegenheid zijn er wat vaker opuit te trekken, de wijde wereld in. die ideeën al wat meer gestalte. En dat leidde me weer naar mijn doctoraalscriptie, waarin Het verhaal is af, het spelen begint. VIII IX INHOUDSOPGAVE VOORWOORD VIII 1. INLEIDING 1 5. GAMES ALS AMUSEMENT EN GAMES ALS KUNST 171 1.1 Projectkader: betekenisgeving, verbeelding en reflectie 3 5.1 Experts over games als kunst 173 1.2 Onderzoeksdoel: betekenisgeving, verbeelding en mimesis bij games 4 5.2 Mimesis in Fable II 187 1.3 Onderzoeksmodel en onderzoeksvragen 5 5.3 Mimesis in Bioshock 190 1.4 Onderzoeksstrategie en -methodiek 6 5.4 Mimesis in Heavy Rain 199 1.5 Wetenschappelijke en maatschappelijke betekenis en context 7 5.5 Indie-games en artistieke verbeelding 205 1.6 Evolutie of revolutie in wetenschappelijke aandacht? 7 1.7 Maatschappelijke context 9 1.8 Overzicht en hoofdstukindeling 10 6.
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