Series
Art History of Games Symposium

Series Type
Event Series
Description
Associated Organization(s)
Associated Organization(s)

Publication Search Results

Now showing 1 - 10 of 17
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    Interactive Storytelling is our Project Xanadu
    (Georgia Institute of Technology, 2010-02-06) Rohrer, Jason
    Imagine freshly-generated dramatic experiences unfurling before your eyes and changing based on your inputs. Imagine dynamic characters that react—grow angry at you, laugh at your jokes, or even fall in love with you. Interactive storytelling is our medium’s artistic holy grail. It has haunted almost all of us, stolen decades from some of our brightest minds, and indefinitely postponed "making great art" pending future technological advancements. Our destination is no closer now than it was when we started this 30-year windmill quest. But turning around reveals a curious perspective: perhaps we’re there already. Perhaps we’ve been there all along.
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    Keynote Panel Discussion: John Romero, Christiane Paul, Harvey Smith, Richard Lemarchand; Moderator, Ian Bogost
    (Georgia Institute of Technology, 2010-02-06) Romero, John ; Paul, Christiane ; Smith, Harvey ; Lemarchand, Richard ; Bogost, Ian
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    Over games
    (Georgia Institute of Technology, 2010-02-06) Harvey, Auriea ; Samyn, Michael
    Videogames have stopped evolving. They have found their comfort zone: fun activities that nurture our inner child. While our inner grown-up is starving! We need a new medium that can help us cope with the complexity of our post-historic universe. The interactive, non-linear and generative capacity of computer technology offers such a medium. But videogames have taken computer technology hostage. It is time to liberate the medium and start feeding our starving hearts and minds. We have the technology. We have the desire. So let’s get to work!
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    Panel Discussion: Nathalie Pozzi, Eric Zimmerman, Tale of tales ; Jason Rohrer, Brenda Brathwaite ; Moderator John Sharp
    (Georgia Institute of Technology, 2010-02-06) Pozzi, Nathalie ; Zimmerman, Eric ; Harvey, Auriea ; Samyn, Michael ; Rohrer, Jason ; Brathwaite, Brenda ; Sharp, John
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    One Falls for Each of Us: The Prototyping of Tragedy
    (Georgia Institute of Technology, 2010-02-06) Brathwaite, Brenda
    Incorporating 20,000 wooden figurines, incense and dozens of leather hides, Brenda Brathwaite’s latest game is One Falls for Each of Us. Currently in development, it is the fourth game in the Mechanic is the Message series and chronicles the experience of the Native Americans as they walked and died upon the Trail of Tears. Like the other games in the series, Brathwaite uses the medium of the game mechanic much like traditional artists use paint to capture and express difficult events. It is a form of historical system design which provokes both player and designer to look and interact more deeply than they otherwise might. Influenced by the works of Jackson Pollock, Richard Serra, Marcel Duchamp and Gerhard Richter, Brathwaite’s works push games in directions not yet considered. From the game’s initial conception through to its current state, Brathwaite discusses the inspirations for One Falls for Each of Us and the series, recent iterations and expands upon the prototyping of tragedy.
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    Sixteen Tons
    (Georgia Institute of Technology, 2010-02-06) Pozzi, Nathalie ; Zimmerman, Eric
    Sixteen Tons is a game for four players designed for a gallery setting, created by architect Nathalie Pozzi and game designer Eric Zimmerman for this conference. Sixteen Tons provides a case study that illuminates some of the core issues of the Art History of Games conference. In what way can the project be considered art? What is Sixteen Tons "about?" The talk will mention precedents for the work within the history of both designers, outline some of the intentions behind the game, and describe the process of its creation.
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    Image Games
    (Georgia Institute of Technology, 2010-02-06) Paul, Christiane
    Starting from a brief outline of the art-historical connections between games and art, the presentation will explore how game art projects have expanded or redefined traditional characteristics of "image spaces" and the moving image. Also discussed will be the current representation of game art in the contemporary art world and museum and gallery context, as well as the challenges in curating and exhibiting game projects.
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    Play’s the Thing: Games as fine art
    (Georgia Institute of Technology, 2010-02-05) Pearce, Celia
    When the words "video game" and "art" are used in the same sentence, the discussion tends to revolve around the question of whether or not video games are art, the art and graphics of commercial video games, and, less often, the use of video games in fine art. Contemporary digital game art is a growing movement, comparable to the rise of video as a fine art form in the 1980s; however, fine artists have harnessed the expressive power of games for nearly a century. Beginning with the dada and surrealist movements at the start of the last century, through movements such as Fluxus, Happenings, New Games, the Situationists and others, modern artists have had a longtime fascination with the game, not so much as an art object or artifact, but as a process, a means of deeper engagement, a participatory performance. Some artists used play and games as a method, from Duchamp and Cage’s experiments with randomness, to Pollock’s procedural painting techniques. This presentation explores use of games throughout 20th Century modern art, demonstrating how analog artists laid the groundwork for the contemporary fine art video game movement.
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    Panel Discussion: Jay David Bolter, Celia Pearce, Henry Lowood ; Moderator, Michael Nitsche
    (Georgia Institute of Technology, 2010-02-05) Bolter, Jay David ; Pearce, Celia ; Lowood, Henry ; Nitsche, Michael
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    The Pure Game: A Short History of Video Game Aesthetics
    (Georgia Institute of Technology, 2010-02-05) Juul, Jesper
    With the continuing recognition of video games as a cultural form comes an ongoing discussion about what video games should be. In this talk I will sketch a history of aesthetical arguments for “pure” video games. Such arguments have worked by identifying a single important quality of video games that is then to be protected against dilution. Examples include the idea that video games should only be rule-based systems, and the newer position that video games should be "immersive" simulated worlds. These, I will argue, are flawed arguments, but arguments that nevertheless play a significant role in the history of video games.