Title:
Players are artists too

dc.contributor.author Lowood, Henry
dc.contributor.corporatename Savannah College of Art and Design
dc.contributor.corporatename Georgia Institute of Technology. College of Liberal Arts
dc.contributor.corporatename Stanford University
dc.date.accessioned 2010-08-20T18:36:38Z
dc.date.available 2010-08-20T18:36:38Z
dc.date.issued 2010-02-05
dc.description Presented at Art History of Games Symposium on February 5, 2010 in the High Museum of Art’s Rich Auditorium on the campus of the Woodruff Arts Center, in midtown Atlanta. en_US
dc.description Runtime: 42:19 minutes
dc.description Lowood is curator for the history of science and technology collections and film and media collections at Stanford University. Lowood earned a Ph.D. at the University of California at Berkeley. Over a period of more than twenty years, he has combined interests in history, technological innovation and the history of digital games and simulations to head several long-term projects at Stanford, including How They Got Game: The History and Culture of Interactive Simulations and Videogames in the Stanford Humanities Lab, the Silicon Valley Archives in the Stanford University Libraries and the Machinima Archives and Archiving Virtual Worlds collections hosted by the Internet Archive. Dr. Lowood is leading Stanford’s work on game and virtual world preservation in the Preserving Virtual Worlds project funded by the U.S. Library of Congress. He is also the author of numerous articles and essays on the history of Silicon Valley and the development of digital game technology and culture. With Michael Nitsche, he is currently co-editing The Machinima Reader for MIT Press and has just completed guest editing a volume of IEEE Annals of the History of Computing on the history of computers and games.
dc.description.abstract It is easy to provoke debate by posing a simple question, such as, "Are digital games a form of art?" A less controversial observation would be that it takes a lot of artists to make a digital game. This dichotomy between the theoretical exercise and the practical observation frames my interest in the creative player. As I have written elsewhere, it strikes me that rumination about the status of games as artistic works, while stimulating and useful, often distracts attention from more important aspects of expression through the medium of interactive computer and video games. Let me say before I am misunderstood that critical attention to game design, art and programming, all as parts of defining the authorial or artistic roles of game developers is a core problem for game studies. Players would not be using games to express their talents if game developers had not given them compelling games. Now that I have said that, let me reveal my point-of-view: The creativity of players is as compelling as game design. Player creativity has defined the digital game as a platform for personal or artistic expression. Player creativity, including the multiple forms of performance and spectatorship that it has spawned, deserves more attention from game studies. Players are artists, too. en_US
dc.format.extent 42:19 minutes
dc.identifier.uri http://hdl.handle.net/1853/34505
dc.language.iso en_US en_US
dc.publisher Georgia Institute of Technology en_US
dc.relation.ispartofseries Art History of Games Symposium
dc.subject Video game players en_US
dc.subject Performance en_US
dc.subject Spectatorship en_US
dc.subject Artistic expression en_US
dc.subject Player creativity
dc.title Players are artists too en_US
dc.type Moving Image
dc.type.genre Presentation
dspace.entity.type Publication
local.contributor.corporatename Ivan Allen College of Liberal Arts
local.relation.ispartofseries Art History of Games Symposium
relation.isOrgUnitOfPublication b1049ff1-5166-442c-9e14-ad804b064e38
relation.isSeriesOfPublication 644a6cec-c643-4e89-bffd-f6c6dfb47b4a
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