Videogames and Art (2nd Edition) by Andy Clarke, Grethe Mitchell

By Andy Clarke, Grethe Mitchell

Videogames are firmly enmeshed in glossy tradition. Acknowledging the expanding cultural effect of this quickly altering on creative and artistic practices, Videogames and paintings good points in-depth essays that provide an remarkable review of the field.

Together, the contributions place videogame paintings as an interdisciplinary mixture of electronic applied sciences and the normal artwork types. Of specific curiosity during this quantity are machinima, video game console paintings, politically orientated videogame artwork, and the construction of electronic artwork. This new and revised variation positive aspects a longer severe advent from the editors and up to date interviews with the main artists within the box. Rounding out the publication is a critique of the industrial videogame comprising essays at the present caliber and originality of videogames.

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Extra resources for Videogames and Art (2nd Edition)

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Here an interesting comparison can be made between computer games and film, as film is similarly an entertainment media, but one which is accepted as suitable for conveying sensitive issues in a thoughtful and thought-provoking manner. This paradoxical treatment stems from the perceived contrasting passivity and activity of film and computer game audiences, respectively. The lower degree of physical and cognitive perception required to comprehend commercial films is seen to provide intellectual space for attending to and recognizing issues conveyed by the filmic narrative.

Groys relates to Marcel Duchamp as one of the most important artists to directly address the process of transformation from non-art to art. The concept of the ready-made challenged the differentiation process itself and has thus also transformed the rules of art itself. Groys asserts that in recent years the artistic focus has 34 From Appropriation to Approximation gradually moved away from the transformational power of the object in the museum space to the creation and examination of the context surrounding the artwork.

It almost seems like the type of ideas that these artists want to explore needs a stronger “peg” on which to hang them. The rate of progress in videogame technology over recent years has, in many ways, given the field the impetus it needs to spread into many intellectually interesting areas. First-person shooters are progressing rapidly towards photorealism, but realism per se does not seem to be a field which interests many artists, so one can see a trend where they are working with a much broader range of media and techniques and using the game as content, inspiration and medium in a far less literal way.

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