Videogame Art and the Legitimation of Videogames by the Art World xCoAx 2015 Computation Communication Sofia Romualdo Aesthetics Independent researcher, Porto, Portugal and X
[email protected] Glasgow Scotland Keywords: videogames, art, art world, legitimation 2015.xCoAx.org The legitimation process of a new medium as an accepted form of art is often accelerated by its adaptation by acclaimed artists. Examining the process of acceptance of popular culture, such as cinema and comic books, into the art world, we can trace histori- cal parallels between these media and videogames. In recent years, videogames have been included in exhibitions at specialty muse- ums or as design objects, but are conspicuously absent from tra- ditional art museums. Artists such as Cory Arcangel, Anne-Marie Schleiner and Feng Mengbo explore the characteristics of videog- ames in their practices, modding and adapting the medium and its culture to their needs, creating what is often called Videogame art, which is widely exhibited in art museums but often criticised within the videogames community. This paper aims to give a per- spective of Videogame art, and explore its role in the legitimation process of the videogame medium by the art world. 152 1 Introduction The assimilation of a new medium into the art world has, tradi- tionally, been a matter of contention throughout the history of art. Media such as photography, film, television, street art and comic books struggled to be recognized and respected for several years after their creation, but were eventually accepted into the network comprised of galleries, museums, biennials, festivals, auctions, critics, curators, conservators, and dealers, defined thus by art historian Robert Atkins: The art world is a professional realm – or subculture in anthropological lan- guage – akin to those signified by the terms Hollywood or Wall Street.