Nail art Design Games Biography
(Source google.com)
An art game (or arthouse game or
less commonly auteur game) is a work of interactivenew media digital software
art as well as a member of the "art game" subgenre of the serious
video game. The term "art game" was first used academically in 2002
and it has come to be understood as describing a video game designed to
emphasize art or whose structure is intended to produce some kind of reaction
in its audience. Art games are interactive (usuallycompetitive against the
computer, self, or other players), and they are the result of artistic intentby
the party offering the piece for consideration. They also typically go out of
their way to have a unique, unconventional look, often standing out for
aesthetic beauty or complexity in design. The concept has been extended by some
art theorists to the realm of modified ("modded") gaming when
modifications have been made to existing non-art-games to produce graphic
results intended to be viewed as an artistic display, as opposed to
modifications intended to change game play scenarios or for storytelling.
Modified games created for artistic purposes are sometimes referred to as
"video game art."
Art games are often considered a
means of demonstrating video games as works of art. A definition of the art
game was first proposed by professor Tiffany Holmes (School of the Art
Institute of Chicago) in her 2003 paper for the Melbourne DAC Conference,
"Arcade Classics Span Art? Current Trends in the Art Game Genre".
Professor Holmes defined the art game as "an interactive work, usually
humorous, by a visual artist that does one or more of the following: challenges
cultural stereotypes, offers meaningful social or historical critique, or tells
a story in a novel manner." The paper further clarified that an art game
must contain at least two of the following: "a defined way to win or
experience success in a mental challenge," "passage through a
series of levels (that may or may not be hierarchical)," or "a
central character or icon that represents the player." This definition
was narrowed by Rebecca Cannon in an October 2003 paper where she highlighted
the competitive, goal-oriented nature of the genre in defining art games as
"compris[ing] an entire, (to some degree) playable game... Art games are
always interactive—and that interactivity is based on the needs of competing...
Art games explore the game format primarily as a new mode for structuring
narrative and cultural critique." Within the topic of the art game,
further subdivisions have been proposed.
In her 2003 paper, Tiffany Holmes
identified two common art game types as the "feminist art game" (an
art game that generates thinking about gender and typecasting), and the
"retro-styled art game" (an art game that juxtaposes low-resolution
graphics with academic or theoretical content, and that creatively subverts the
format of an arcade classic to support a conceptual creative agenda). In
2005, art theorist Pippa Tshabalala née Stalker defined the art game broadly as
"a video game, normally PC as opposed to console based, that generally but
not exclusively explores social or political issues through the medium of the
video game," and she proposed two different categorical schemes to further
subdivide the genre by theme and by type. Subdividing by theme, Stalker defined
"aesthetic art games" as "art games that use the game medium to
express an artistic purpose," and she defined "political/agenda-based
art games" as "art games that have some sort of ulterior motive other
than aesthetics and whose basis is in using the medium of computer games to
bring an issue to the public's, or at least the art world's, attention in order
to attract support and understanding for a cause." Subdividing by type,
Stalker identified the "art mod", the "physical manifestation
art game" (the player is involved physically in the game, often
experiencing physical consequences, such as pain, for their actions),
"machinima", and "3D real-time art game" (an art game that
displays all the characteristics of a complete level based commercial game, both
on the programming and commercial side). The identification of art mods and
machinima as forms of the art game conflicts with Cannon's definition of the
art mod that highlights the non-interactive and non-competitive nature of these
forms of media. Since the development of these
early definitions, art theorists have emphasized the role of artistic intent
(of author or curator) and further definitions have emerged from both the art
world and the video game world that draw a clear distinction between the "art
game" and its predecessor, "video game art." At the core of
the matter for all definitions, however, lies an intersection between art and
thevideo game. Easily confused with its often non-interactive sibling art form
video game art, and the concept of video games as an art form(irrespective of
artistic intent), the essential position that art games take in relation to
video games is analogous with the position thatart film takes in relation to
film. ACM SIGGRAPH opened an online exhibit "The Aesthetics of
Gameplay" in March 2014, featuring 45 independently-developed games
selected via a nomination process, where the mechanics of gameplay are, in
part, tied to the visuals and audio of the game. Greg Garvey, the curator of
this exhibit, compared this to the concept of Gesamtkunstwerk where the work
attempts to encompass other art forms, though as Garvey comments, the
"merger of interaction with the aesthetics" drives these games beyond
the concept of Gesamtkunstwerk.
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