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Game Art

(This is not) A Manifesto


(This is) A Disclaimer

by Matteo Bittanti

(GameScenes is not about) Videogames and will become a new type of “equip- rules of this particula game are called
as art. We candidly take for granted that ment for living”, to use Kenneth Burke’s “conventions” and they «cover all the de-
videogames are a form of art. After all, (1973) phrase for the role of literature».4 cisions that must be made with respect
the debate was settled by Henry Jenkins to works produced».6
(2005),1 who convincingly argued that: (GameScenes is not about) Art as a game.
«Games represent a new lively art, one as Somehow, naively, we take for granted (GameScenes is not about) game art.
appropriate for the digital age as those that art is a game. Howard S. Becker’s There is a difference between a game
earlier media were for the machine age. (1982) description of the inner and outer artist and a Game Artist. The former is a
They open up new aesthetic experiences workings of art in Art Worlds reads like professional role which operates in the
and transform the computer screen the instruction manual of a complex game industry. A game artist creates
into a realm of experimentation and in- MMOG. According to Becker, an art graphics for one or more types of games.
novation that is broadly accessible. And world is «the network of people whose He is responsible for all of the aspects of
games have been embraced by a public cooperative activity, organized via their game development that call for visual art.
that has otherwise been unimpressed by joint knowledge of conventional means There is a high demand for game artists.
much of what passes for digital art».2 of doing things, produces the kind of art Conversely, there is an extremely low de-
Similarly, James Paul Gee (2006) argues works that the art world is noted for».5 mand for Game Artists. Likewise, there
that games’ distinct artistic status re- Artworks, Becker suggests, are shaped are many books that focus on game art.7
quire us to develop unique interpretative by the whole system that produces This is not one of them.
frameworks:3 «Videogames are a new them, not just by the people we regard
art form. That is one reason why now is as artists. Like World of Warcraft, art (GameScenes is not about) Art Games.
the right time for game studies […]. The worlds are intricate webs of social, cul- Art Games are videogames specifically
importance of this claim is this: As a new tural, technical, and economic interac- created for artistic (i.e., not commercial)
art form, one largely immune to tradi- tions between different subjects. Among purposes. According to Tiffany Holmes
tional tools developed for the analysis of others, there are creators, technicians, (2003), an art game is «an interactive
literature and film, videogames will chal- players and spectators. An art world, like work, usually humorous, by a visual
lenge us to develop new analytical tools a game world, is a collective activity. The artist that does one or more of the fol-

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lowing: challenges cultural stereotypes, down to the intention behind them, origi- tween commercial games and game art the community as a whole with fresh and the “source code” is not as difficult as to as art modding, game modding and
offers meaningful social or historical cri- nating from either the curator or the is not without problems. As Janine Fron, ideas, interest in other art forms, respect in the previous example. However, even patching. As Alessandro Ludovico (2004)
tique, or tells a story in a novel manner».8 artist».11 Ploug adds that «In most cases Ellen Sandor & (art)n wrote: «While the for history, and awareness of social re- avid gamers of Grand Theft Auto would notes: «More and more artists are hack-
She further elaborates: «To be more the Art Games are neither addictive nor arts community continues to explore sponsibility».14 probably not notice at first glance the ing into games’ codes in order to decon-
specific Art Games contain at least two meant to be played over and over, but games as art, and artistic statements connection between Ceolin’s artwork struct the entertainment paradigm by
of the following: a defined way to win or merely shorter comments […] The games may emerge from game players, it is im- (GameScenes is about) Game Art. Game and Rockstar Game’s title. adding social values, decontextualizing
experience success in a mental challenge, always have interaction, but this inter- portant to acknowledge that there are Art15 is any art in which digital games Game Art can be analog or digital. “Ana- lead characters and their actions, and
passage through a series of levels (that action doesn’t always have an effect on fundamental differences between both played a significant role in the creation, log” Game Art demonstrates how tradi- subverting the usual rules of contraposi-
may or may not be hierarchical), or a what goes on in the game».12 industries. The art world seeks to find production, and/or display of the art- tional arts (such as painting, sculpture, tion. In this way, the meanings are defin-
central character or icon that represents Most Art Games can be played online, new voices, explore new ways of making work.16 The resulting artwork can exist photography etc.) can coexist with new itively changed and the digital landscape
the player».9 Rebecca Cannon (2003) on a personal computer, and feature a art, and also includes a large number of as a game, painting, photograph, sound, media, by a process of emulation, reme- is clearly manipulated».18
provides another definition: «Art Games single player mode. Examples include people dedicated to education, criticism animation, video, performance or gallery diation or incorporation. Consider, for Art mods and Art Games share some
may be made in a variety of media, some- Mongrel and Richard Pierre-Davis’ Black- and preservation of what has been made installation. instance, the artist’s fascination for vin- similarities, but they are not equivalent.
times from scratch without the use of a Lash (1998), Thomson & Craighead’s Trig- to date. Innovation through social dis- In Game Art, games can be used both as tage games. One of the best examples As Rebecca Cannon writes, unlike art
prior existing game. They always com- gerhappy (1998), Natalie Bookchin’s The course and examining public issues are tools and/or themes.17 For instance, to can be found in i am 8-bit: Art Inspired by games, «Art mods on the other hand,
prise an entire, (to some degree) playable Intruder (1999), Prize Budget for Boys’ a major driving force in the art commu- create Unreal Art (2005), Alison Mealey Classic Videogames of the Eighties, a recent always modify or reuse an existing
game… Art Games are always interactive Pac Mondrian (2002), Gonzalo Frasca’s nity. The game industry is mostly com- used game tools (e.g. Unreal game exhibition that includes illustrations, computer game. They rarely result in a
– and that interactivity is based on the September 12 (2001), Carlo Zanni’s Aver- posed of pioneering male programmers engine), games (Unreal Tournament), posters and paintings by Gary Baseman, playable game… Many art mods are not
needs of competing… Although both age Shoveler (2004), and many more.13 and animators, and exists to attract an and gameplay (thirty minutes of play- Tim Biskup, and Ashley Wood, just to interactive, and those that are often
forms follow the lineage of Fine Art and Although Art Games may be consid- audience for the sake of commercialized ers’ recorded activity within the game) name a few.17 employ interactivity for non-competitive
computer games, Art Games explore the ered an expression of Game Art, we entertainment. Games are big business, to create digital drawings that can be “Digital” Game Art, on the other hand, means… [They] employ game media at-
game format primarily as a new mode for decided – for a variety of reasons – not with products produced as unlimited subsequently printed and hung on a can be considered a subset of digital new tributes, such as game engines, maps,
structuring narrative, cultural critique. to include them in GameScenes (with a editions, in which the initial monetary wall. By looking at the “unreal” paint- media art. In many cases, game artists code, hardware, interfaces etc, for a very
Challenges, levels and the central charac- few notable exceptions, such as Eddo value of the best selling game is higher ing, a viewer – even a player of Unreal use digital tools to create ultimately broad range of artistic expressions – ab-
ter are all employed as tools for exploring Stern’s unclassifiable Cockfight Arena). than the value of the most successful, Tournament – would probably fail to analog artworks. This shows, once again, stract, formal and narrative, as well as
the game theme within the context of The second key question is: “Can com- editioned, contemporary artwork sold notice any relationship with the source that the dichotomy between “digital” and cultural, political and social. Art mods do
competition-based play».10 mercial games be considered Art Games today. The size of the audience is signifi- test. In contrast, to create his SolidLand- “analog” is as feeble and ineffective as the not necessarily have anything to do with
as well?” Personally, I would say yes. cantly larger for one game than for the scapes series (2004), Mauro Ceolin used opposition of the “real” versus the virtual. the competitive theme of games».19
We can ask ourselves at least two key There are several examples of games edition of one artwork. Yet the diversity games as a source of inspiration and as a However, it cannot be denied that a sig- Examples of computer game modifica-
questions regarding Art Games. The first – ICO by Fumito Ueda, Electroplankton of people working in the art world and subject. Here, a digital game screenshot nificant portion of Game Art is entirely tion include20 machinima (screen-based
is: “What makes them art and not just by Toshio Iwaii, Rez by Tetsuya Mizu- studying art as a profession is larger than is reinterpreted and transformed aes- digital. This is the case of computer narratives made using pre-existing,
games?” Kristine Ploug (2005) suggests guchi, Okami by Clover Studio and those in the game industry. There are a thetically by traditional means (painting, game modifications. An artistic comput- often modded, computer games),21
that «For some, the fact that they were many more – that blur the boundaries number of dedicated educators working brushes, canvases). The finished artwork er game modification requires the use sonichima,22 generative art mods,23
made as art, for others the fact that they between what is commonly regarded to implement formal education pro- can also be hung on a wall. Identifying of a computer game for the creation of performative interventions,24 and site-
are exhibited as art – it can all be boiled as “game” and “art”. The relationship be- grams for games, which may invigorate the relationship between the painting a digital artwork. It is also often referred specific installations25 and site-relative

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mods. GameScenes includes several exam- repeatable. Moreover, Game Art is often equivalents of rock stars (e.g. Miltos does once on a lark. Calling videogames the extruded board games that were the process has been extremely complex.
ples of computer game modification. interactive, participatory, and dynamic, Manetas), most practitioners in the art matters because it helps expand our Situationist’ psycho-geographic map- Moreover, the technical limitations of
Some forms of Game Art as artistic com- and some believe that “true art” is pas- field remain (deliberately) removed from notion of art and not because it allows pings of Paris; the algorithmic play of the print medium forced us to trim down
puter game modification have an algo- sive, exclusionary, and static/fixed. mainstream culture. Their works are curators to colonize some new space».30 Oupeinpo […] Today when an artist like considerably our original ambitions.
rithmic nature, a term used to define For better or worse, most Game Art considered cryptic, esoteric, or plainly Chris Finley creates suites of paintings Some of the criteria that we adopted are
visual art explicitly generated by an algo- tends to be parasitic, to borrow a term bizarre by the hoi polloi. Game Art is Although Jenkins’s main goal is to with titles referencing LEVEL THREE and highly subjective, thus, questionable. We
rithm.26 Since algorithmic art is a subset from Anne-Marie Schleiner, as it appro- far removed from the mass-produced support the notion that videogames WARP ZONE you could say that he’s tak- wanted diversity but also consistency.
of generative art, and is practically al- priates and repurposes existing technol- games that can be found in shops. For medium is a form of art, he is not shy ing the classic – and now classically sus- We wanted to include milestones but
ways executed by a computer, it follows ogy for its own goals. It also elevates this reason, Game Art is not particularly about communicating his diffidence pected – high road, trying to revitalize or also new entries in the short-but-intense
that some forms of Game Art are also that appropriation to the status of a rad- loved or understood by gamers.29 Even for Game Art. In his argument, Jenkins radicalize painting or sculpture with the history of Game Art. We gave a prefer-
examples of Generative Art, a term used ical gesture. As Miltos Manetas writes: paladins of videogames such as Henry is clearly establishing an antinomy be- importation of pop cult tropes».33 ence to technically accomplished works
to define art or design that has been «An artist who works with videogames, Jenkins do not seem to be particularly tween games (= a popular, lively art) and It is true that Game Art often defines that were also aesthetically striking.
generated, composed, or constructed doesn’t create or change anything him- impressed. In the preface to Nick Kel- Game Art (= highbrow, colonizing, and itself against commercial games. Its Above all, GameScenes will not provide
in a semi-random manner through the self. He/she just extracts the hidden man’s Video Game Art, he writes: «A few snooty activity). According to Jenkins, ambivalent nature lies in the fact that it answers about Game Art. Rather, it will
use of computer software algorithms, notion by looking carefully the parade of of those art critics have been prepared videogames occupy a space outside the both celebrates and condemns its source raise more questions.
or similar mathematical or mechanical symbols the game is offering already. […] to defend videogames as art when they official art world but, nonetheless (or material.34 As I said, this is not a manifesto.
or randomized autonomous processes. A videogame “artist” is not the one who are created by artists already recognized because of that) they touch the lives of (Meanwhile…) «Art was trying to make This is a disclaimer.
Since Generative Art is a subset of com- creates a videogame, but someone who for their accomplishments in other me- ordinary people, unlike Game Artworks. reality play a game which was different San Francisco, July 2006
puter art, some forms of Game Art can “copies” it. As well as a painter is not the dia – so we are seeing a range of artists Jenkins goes even further, suggesting to the game that art itself was playing.
be considered a sub-category of comput- guy who eats a piece of bread, but the worldwide stage political conflicts or that «Some gamers and game designers In other words, there was a time indeed Notes
er art. Computer art is any art in which one who “paints” it, a videogame “artist” erotic fantasies through pretty simplistic still want to deny that videogames can when art was always trying to force real- 1 The essay, originally written in 2002, was later
computers played a role in production or doesn't even play a videogame but he game interfaces. As these works take be art because of the low (or lofty, de- ity ... today this is no longer the great included [in abridged form] in J. Hartley (2005)
display of the artwork. Russian Dolls. just extracts stuff from it. It's easy and their place in the Whitney Biennial, the pending on your perspective) reputation game that art is playing. All the art forms (ed.), Creative Industries, Blackwell Publishing,
Game Art has yet to gain the acceptance, beautiful. The coolest thing to do!».27 curators are not so much conceding that art has in contemporary culture».31 Julian are now playing the game at the level of London and [unabridged] in J. Goldstein (2005)
attention, and consideration reserved videogames are art as they are proclaim- Stallabrass reminds us that «Art at all the simulation of reality».35 (ed.) Handbook for Video Game Studies, MIT
for “serious” art forms such as sculpture, (Random disruptive quote) «Modern ing that “even videogames can be used levels defines itself against mass culture. Press, Cambridge. It is also available online at:
painting and photography, perhaps due computer games might offer a different to make art in the hands of real artists”. In doing so, it regularly uses complex (GameScenes is not an encyclopedia of) http://web.mit.edu/cms/People/henry3/Ga-
to the flawed impression of many that and freer approach to responsive media. Of course, the fact that highbrow artists references to art history that require Game Art. While arcades might be dead, mesNewLively.html.
the source material, i.e. games are an But my experiences in computer games are starting to tap game-like interfaces specialist knowledge of its viewers».32 museums are full of game-related art- 2 H. Jenkins, (2005), p. 313. A similar argument
inferior form of human expression or by are virtually nonexistent. And I have no speaks to the impact this medium has on As a non sequitur, consider the following works. One might say that museums was reiterated and expanded, somehow less
the equally erroneous assumption that children to show me how to use them.»28 our visual culture. But if games are going passage from Peter Lunenfeld’s essay are the new arcades.36 The amount of convincingly, by N. Kelman (2006) in Video
the computer is the only originator/au- to be thought as art, let it be because of GameBoy: «Artists have long been open remarkable game artifacts available Game Art, Assouline, New York.
thor of the artwork, and that the result- (Games are a popular art). Game Art is what Shigeru Miyamoto (Super Mario to games, play, and even sport: think online and offline is overwhelming.37 3 See also S. Poole (2000), who eloquently
ing artifact – in most cases, an image or not very popular. Although some Game Brothers) does again and again and not of Marcel Duchamp’s obsession with This book only reflects a tiny portion explains in the now classic Trigger Happy why
a video – could be (potentially) infinitely Artists can be considered the Art world because of what some pedigreed artist chess; the Surrealists’ Exquisite Corpse; of it. I must confess that the selection game development itself is art, an art that

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does not fit into existing categories. ping of Historical Trajectories of “Art Games” Versus to games, game artists explicitly incorporate (even among the movie buffs crowd) would hibition in Berlin there were more than dk/articles/fromanartist.htm.
4 K. Burke’s (1973), p. 58. For a more cautious Mainstream Computer Games. games in their artworks. An example might find Gordon’s video installation 24-Hour Psycho thirty artworks on display (installations, Gane, Mick (1993), Baudrillard Live: Selected Inter-
approach, see E. Adams, “Will computer games 14 S. Fron, op. cit., p. 9. A very similar argument come at handy at this point. Although it can (1993) – in which the artist slows down Alfred videos, games, performances etc.), dedi- views, Routledge, London & New York.
ever be a legitimate art form?”, Journal of Media is put forward by M. Fuchs (2005) in From an be forcibly argued that many Julian Opie’s Hitchcock’s Psycho (1960), allowing the viewers cated to a single game, Pong (1972). For Gee, James Paul (2006), “Why Game Studies Now?
Practice, vol. 7, n° 1. Artist’s Perspective, Artificial.dk, available online: paintings and installations appear to be in- to see it in slow motion – particularly appeal- more information, see: http://pong-mythos. Video Games: A New Art Form”, Games & Culture,
5 H.S. Becker (1982), p. X. www.artificial.dk/articles/fromanartist.htm. spired by game aesthetics, one might make ing. The fact that Gordon’s version of Psycho net/index.php?lg=en&main=Works_and_ vol. 1, n° 1, pp. 58-61.
6 Ivi, p. 29. 15 I used the term “Game Art” in my essay [Fuori an equally convincing argument that comic- lasts twenty three hours does not help either. Artis&site=01:05:01. Curated by Andreas Gibson, John M. (2006) (ed.), i am 8-bit: Art Inspired
7 For example, L. Hartas (2005), The Art of Game Gioco] Sconfinamenti videoludici in 2002, but I book conventions are at work as well. Thus, 30 H. Jenkins, in N. Kelman (2006), p. 10. Lange, “Pong.Mythos” has also been presented by Classic Videogames of the ‘80s, Chronicle Books,
Characters, Collins Design, New York; M. Omer- am quite sure it had been used many times Julian Opie does not qualify as a game artist. 31 Ibidem. in Stuttgart, Leipzig, and Bern (2007). San Francisco.
nick (2004), Creating the Art of the Game, New before. The reason why I’m mentioning this Miltos Manetas, on the other hand, explicitly 32. J. Stallabrass (2000), p. 179. Goldstein, Jeffrey (2005) (ed.), Handbook for Video
Riders Games, San Diego, Ca.; Works Corpo- is because my own definition of Game Art is acknowledges the relevance of digital games 33 P. Lunenfeld (2005), pp. 59-60. References Game Studies, MIT Press, Cambridge.
ration (2004) (ed.), Japanese Game Graphics: broader than the ones formulated by many in his works. 34 This is why I personally did not agree on the Adams, Ernest, “Will computer games ever be a Holmes, Tiffany (2003), “Arcade Classics Spawn
Behind the Scenes of Your Favorite Games, Collins other critics, as it encompasses traditional 22 The term was coined by Victor Todorović editorial decision made by Joline Blais and Jon legitimate art form?”, Journal of Media Practice, vol. Art? Current Trends in the Art Game Genre”, paper
Design, New York; D. Morris, L. Hartas (2004), artifacts such as painting, sculpture, and pho- (http://t-o-d-o-r-o-v-i-c.org/) who created Ippolito of juxtaposing Art Games and com- 7, n° 1. presented at the Digital Arts Conference (DAC),
The Art of Game Worlds, Collins Design, New tography, and not only digital works. various modifications for Unreal Tournaments mercial games in the otherwise superb At the Baigorri, Laura (2005), “GAME as CRITIC as ART Melbourne Australia, available online: http://hy-
York; T. Kusano, N. Sagara, and K. Iida (2004) 16 The term “Game Art”, however, is not equiva- 2003 and 2004 that allow users to import Edge of Art (2006). 2.0”, available online: www.mediatecaonline. pertext.rmit.edu.au/dac/papers/Holmes.pdf.
(eds.), I Love Game Graphics, AllRightsReserved, lent to “game aesthetics”. Also, the “game” in their own samples into the game in order to 35 J. Baudrillard, “The Work of Art in the Elec- net/jocs/pdf/TEXTO_GAME.pdf. Jenkins, Henry (2005), “Games, the New Lively
L. Hartas and D. Morris (2003), Game Art: The Game Art only refers to digital games, not compose unique pieces. More information can tronic Age”, in M. Gane (1993), p. 144. Baumgärtel, Tilman (2004) “On a Number of Art,” in John Hartley (2005) (ed.), Creative Industries,
Graphic Art of Computer Games, Watson-Guptill traditional, analog games and toys. For ex- be found at: http://tadar.net/. 36 J. Fron, E. Sandor & (art)n discuss the rise of Aspects of Artistic Computer Games, Media Art Blackwell Publishing, London, pp. 312-27.
Publications, New York; Liz Faber (1998), Com- ample, Zbigniew Libera’s Correcting Device: 23 For some of these definitions I relied on Wiki- Game Art in the last few years, noting that «In Net”, available online: www.medienkunstnetz. Jenkins, Henry (2000), “Art Form in the Digital
puter Game Graphics, Watson-Guptill Publica- LEGO Concentration Camp (1997) cannot be pedia, which is both a bless and a curse, since recent years, games have caught the eye of the de/themes/generative-tools/computer_games/. Age”, Technology Review, September/October,
tions, New York. considered Game Art even if it uses a toy/game they seem to change on a daily basis. art community at large, opening a new chan- Bittanti, Matteo (2002) (ed.), Per una cultura dei pp. 117-20.
8 T. Holmes (2003), p. 46 (LEGO) as a theme/tool. 24 Such as mods that disrupt in-game norms to nel for the future of games in art, as presented videogames. Teorie e prassi del videogiocare, Edizioni Kelman, Nic (2006), Video Game Art, Assouline, New
9 Ibidem. 17 The artworks were collected in the homony- expose underlying functions of game play. by artists using new media and museums». Unicopli, Milano. York.
10 R. Cannon (2003). mous book edited by J.M. Gibson (2006). 25 They both compare similarities and differences They quote, among the other, “Game Show” Becker, Howard S. (1982), Art worlds, University of Ludovico, Alessandro (2004), “Video-Game Art:
11 K. PLoug (2005), § 5. 18 A. Ludovico (2004), § 2. between real and virtual worlds, drawing the presented at mass MoCA in 2001, “Bitstreams” California Press, Berkeley. Changing Software Meanings”, available online:
12 Ivi, § 7. 19 R. Cannon (2003), § 5. See also R. Cannon, viewer further into a reality of fantasy. and “Play’s the Thing: Critical and Transgressive Cannon, Rebecca (2006), “Meltdown”, Journal of www.springerin.at/dyn/heft_text.php?textid=14
13 S. Fron, (art)n (2001), p. 9. For more infor- “Meltdown”, Journal of Media Practice, vol. 7, 26 For more information, see B. Wands (2006), Practices in Contemporary Art” presented by Media Practice, vol. 7, n° 1. 35&lang=en.
mation on Art Games, see, for instance, T. n° 1. Art of the Digital Age, Thames & Hudson, Lon- The Whitney Museum of American Art in 2001, Cannon, Rebecca (2003), “Introduction to Artistic Lunenfeld, Peter (2005), User. Infotechnodemo, MIT
Baumgärtel (2004), On a Number of Aspects of 20 Note: for some of these definitions I relied don, and A.R. Galloway (2006), Gaming. Essays “ArtCade: Exploring the Relationship Between Computer Game Modification”, paper presented at Press, Cambridge, MA.
Artistic Computer Games, or L. Baigorri (2005), on Wikipedia, which is both a blessing and a on Algorithmic Culture, University of Minnesota Videogames and Art” presented by SF MoMA the PlayThing conference, Sydney, Australia avail- Manetas, Miltos (1996), “COPYING FROM VIDEO-
Game as critic as art 2.0, and the excellent re- curse, since they seem to change on a daily Press, Minneapolis. in 2001. In the last five years, the number of art able online: www.dlux.org.au/plaything/media/ GAMES, IS THE ART OF OUR DAYS”, available on-
search report by P.J. Stalker (2005), Gaming in basis. 27 M. Manetas (1996), § 8. exhibitions focusing on Game Art has literally rebecca_cannon_web.pdf. line: www.manetas.com/txt/videogamesis.html.
Art: A Case Study of Two Examples of the Artistic 21 What does “significant” mean here? Unlike 28 M. Jacobson, in M. Sondegaard (2005), p. 111. skyrocketed. It is probably a good thing. Fuchs, Mathias (2005), “From an artist’s perspec- Morten, Sondergaard (2005) (ed.), Get Real: Real-
Appropriation of Computer Games and The Map- artists whose production tangentially relates 29 This is hardly surprising. I doubt that many 37 At the recent “Pong.Mythos” (2006) ex- tive”, Artificial.dk, available online: www.artificial. Time + Art + Theory + Practice + History, George

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Braziller, Inc., New York.
Ploug, Kristine (2005), “Art Games. An introduc-
Websites and Blogs
Media Art Net, www.mediaartnet.org
Jon Haddock, Screenshots
tion”, Artificial.dk, December 1, available online:
www.artificial.dk/articles/artgamesintro.htm.
Neural.it, www.neural.it
Rhizome.org, www.rhizome.org/
Isometric memories
Poole, Steven (2000), Trigger Happy: Videogames SelectParks, www.selectparks.net/ by Henry Lowood
and the Entertainment Revolution, Arcade videoludica.game culture, www.videoludica.com
Books, New York. We Make Money Not Art, www.we-make-money-
n
Sandor, Ellen, Fron, Janine, & (art) (2001), “The not-art.com/
Future of Video Games as an Art: On the Art of
Playing With Shadows”, paper presented at Play- In January 2004, the Yerba Buena Cen- games such as The Sims or Command
ing by the Rules: The Cultural Policy Challenges of ter for the Arts (YBCA) in San Francisco & Conquer. They represented histori-
Video Games, conference, The University of Chi- opened an exhibition called “Bang the cal moments originally experienced via
cago Cultural Policy Center, 26-27 October, 2001, Machine: Computer Gaming Art and screens (televised news, security camera
available online: http://culturalpolicy.uchicago. Artifacts”. It sought to show that the «in- videos, movie theaters) or prints, im-
edu/conf2001/papers/sandor.html. fluence of the computer gaming industry planted over years of repeated exposure
Schleiner, Anne-Marie et al. (1999), “Switch: on artistic invention» had become signif- in the internal screens of our memories,
Games”, School of Art and Design at San José icant and unavoidable, nothing short of and now freshly redrawn as screenshots,
State University, available online: http://switch. “pervasive”.1 Artists had established repu- as if captured from the display of a com-
sjsu.edu/nextswitch/switch_engine/front/front. tations for working on the edge of gam- puter game. These (Screenshots) served as
php?cat=16. ing culture, such as Ellen Sandor’s (art)n an eerily postmodern revision of the Re- 1. Screenshots, Yerba Buena Center for the Arts

Stalker, Philippa (Pippa) Jane (2005), “Gaming in collective, Tobias Bernstrup, Palle Tors- naissance notion of the Memory Palace,
Art: A Case study of Two Examples of the Artistic son, Cory Arcangel, JODI (Joan Heem- a random walk through recent history
Appropriation of Computer Games and The Map- skerk and Dirk Paesmans), Eddo Stern, paced by the association of memory and
ping of Historical Trajectories of ‘Art Games’ Versus Mauro Ceolin and Brody Condon. Visitors images. Yet, this was no fixed sequence
Mainstream Computer Games”, Research Report, to “Bang the Machine” immediately con- of narrative or ideas. Instead, Screenshots
University of the Witwatersrand, Johannesburg, fronted the pervasive influence of game pointed to idiosyncratic constructions of
available online: www.selectparks.net/dl/Pip- culture in an upfront and personal way. personal identity through the accidents
paStalker_GamingInArt.pdf. Entering the main gallery space devoted of exposure to and memory of these im-
Stallabrass, Julian (2000), Art Incorporated: The to the exhibition, they faced a temporary ages.
Story of Contemporary Art, Verso, London. wall constructed for the exhibition. It
displayed a 4x5 array of framed prints. The creator of Screenshots was the Ari-
These drawings reworked familiar im- zona-based artist, Jonathan (“Jon”) Had-
ages from historical, news and fictional dock, born in Sacramento, California,
(cinematic) events in the isometric per- in 1960, two years before the birth of
spective associated with computer Spacewar! Too old to be a child of the

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