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Brett Boessen

On Authorship in Games - Click Nothing - 5 views

  • interacting with a work does not shape the work, it ‘only’ reveals it.
    • Brett Boessen
       
      Well put.
  • Because a game is a complete formal system
    • Brett Boessen
       
      Is he implicitly arguing here that games with emergent elements -- especially MMO's and games with heavy player-vs-player interactions -- are not games, or is he arguing that they also represent "complete formal system(s)"? Or did he simply misspeak? Because I don't see emergence as falling within any kind of closed system.
    • Ed Webb
       
      I take him to be talking about elements that belong to the game proper, not to things that might emerge within and through the game as a result of player interactions. So in-game actions are part of the game. Forums for player discussion, clans etc are not part of the game, at least not part of the authored game. But I agree, it's very ambiguous and should be debated.
  • The rebuttal to this argument lies in a comparison to film or to music or to any other collaborative artistic creation.
    • Brett Boessen
       
      Woops -- I thought he was going to address my points above, but he went in a different direction here. (I'm enjoying the point-by-point-rebuttal structure of the post immensely, though. I'd love more of my students to write this way. :)
    • Ed Webb
       
      I agree. The noise point is quite good. And careful comparisons with other media are useful.
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  • The Argument from Legitimacy
    • Brett Boessen
       
      He rocks this entire section -- well done.
  • “I believe art is created by an artist. If you change it, you become the artist.”This is a much easier point to tackle simply because there is a fallacy in Ebert’s argument. He is implying that interacting with a work is the same as changing it. But this is not true. My ‘paint’ is not ‘what the player does’. My paint is ‘the rules that govern what the player can do’.
    • Brett Boessen
       
      Agreed. Ebert probably should have read Bogost's Persuasive Games before he started all of this.
  • the audience must always interact with a work on some level
  • The artist is also capable of creating an entire expressive system space that explores a potential infinity of different notions
  • Where most other media require the audience to induce their meaning, games afford the audience at least the possibility of deducing their meaning.
  • GTA: San Andreas on the other hand – which I played for a good 100 hours or so, gave me such a world transforming view of racial tension and inequity in early 1990’s California, that I have been shaken to the core, and have been forced to re-examine a huge part of my world view.
  • while there can be an art of expression in the way someone reveals the art, this does not necessarily diminish the art in the design of the work itself
  • There is noise in these systems too – some of it comes from the collaboration of others, and some of it comes from random noise
  • Many filmmakers, from Taratino to Inarritu to Haggis and dozens more have been increasingly attempting to explore stories from multiple angles in an attempt to mimic – in a medium severely limited for this purpose – what games can do innately
  • Ebert is wrong for two important reasons
  • there is authorship in games, no matter how much we abdicate
  • I will accept Ebert’s roughly stated thesis that art requires authorship
  • Because a game is a complete formal system, the entire possible range of outputs from those systems is determined by me
  • how do you know you are able to express your thoughts and feelings in the design of interactive systems’
  • I know because I understand it. What I am expressing makes sense to me both intellectually and emotionally. If others do not understand it, it is not really a question of whether I am expressing myself, but rather one of whether I am expressing myself clearly
  • The next argument is whether or not it is, in fact, true that the entire possible range of outputs from a games’ systems are really determined by me
  • The next argument would be that audiences cannot reconstruct the meaning I intend them to by way of interacting with systems
  • Another argument against the existence of real authorship in games is the argument about the legitimacy of the kind of authorship I am talking about. In his responses to Barker, Ebert says:“If you can go through "every emotional journey available," doesn't that devalue each and every one of them? Art seeks to lead you to an inevitable conclusion, not a smorgasbord of choices.”
  • The final argument that I see remaining is the one that asks ‘who is the artist here anyway?’ Ebert says:
Brett Boessen

What Will They Do? Transmedia Producers as Narrative Architects « Asmedia - 5 views

  • The transmedia producer thus holds a different type of skill set, one that draws connections across media forms and one that involves conceptualizing, analyzing, and designing experiences at the macro-level. It is a person that does not just dive into the transmedia realm with a laundry list of media to explore, but actually has a deep understanding of the relationship between content, context, and culture.
  • transmedia producers must understand the unique storytelling potential behind each media platform. Certain stories lend themselves to particular media and vice versa. And as more narrative complexities threaten to impede comprehension , transmedia producers guard against blatant inconsistencies and contradictions. The narrative structure they design must be durable and organized, all while allowing room for future construction and additions.
  • the transmedia producer will have an incredible knack for activating communities and rewarding collective intelligence.
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  • Transmedia producers possess storytelling talent, yes, but they should also appreciate the complex relationship between story and game, author and audience, openness and closure, art and commodity. They are as well versed in any sector of the entertainment industry as they are in popular culture and fandom as a whole.
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    Is there a better description of the concrete skills a liberal arts education offers than the description of what transmedia producers do outlined here?
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    Brett - Aaron's my former student, so I'll take your compliment once removed! He's a very smart fellow...
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    You know, that just makes complete sense now that you say that: it would be hard to imagine someone who was not the product of a solid liberal arts education making such a coherent and persuasive argument for its value in this way.
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    Brett, the liberal arts connection really sings in passages like this: "The best architects draw on a range of influences, disciplines, and perspectives, taking into account history, theory, and criticism to develop innovating concepts. Likewise, I see a similar approach to the emerging field of transmedia studies..."
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    Agreed, Bryan. Media Studies has always been deeply interdisciplinary, and transmedia strikes me as pushing it even further in that direction (or perhaps pulling into itself the most interdisciplinary facets of MS).
Brett Boessen

MIT TechTV - Part 2 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center) - 3 views

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    Lantz, designer of Drop7 and head of the NYU Game Center, which has a new game design MFA, talks about aesthetic characteristics of games in this second part of his three-part talk at MIT (part 1 lays out his thinking about aesthetics and art in general, and part 3 is the QnA). I especially like his provocations that "all games are digital" and "games created computers", both of which have to do with his definition of games as "the aesthetics of interactive systems."
Todd Bryant

Iconic 20th century art is being turned into a series of experimental videogames - Kill... - 0 views

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    When Russian artist El Lissitzky printed his 1920 Soviet propaganda poster "Beat the Whites with the Red Wedge," he had no idea it would become iconic. It was its bold symbolism that did the trick. The Russian civil war was reduced to a potent display of shape and space. The Bolsheviks were represented by a violent-red triangle that had stabbed ...
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    Fun idea. Can we play it with a keyboard?
Ed Webb

Alan Kay, Systems, and Textbooks « Theatrical Smoke - 3 views

  • I discuss his key idea: that systemic thinking is a liberal art, and I explain a corollary idea, that textbooks suck
  • if you don’t have a category for an idea, it’s very difficult to receive that idea
  • the story of the last few hundred years is that we’ve quickly developed important ideas, which society needs to have to improve and perhaps even to continue to exist, and for which there are no pre-existing, genetically created categories. So there’s an idea-receiving capacity gap.
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  • Education’s job should be, says Kay, to bridge this gap. To help, that is, people form these necessary new idea-receiving categories–teaching them the capacity for ideas–early on in their lives, so that as they grow they are ready to embrace the things we need them to know. Let me say that in a better way: so that as they grow they are ready to know in the ways we need them to know.
  • cultivate the ability to conceive of, work with, create, understand, manipulate, tinker with, disrupt, and, generally, appreciate the beauty of systems
  • The point is to be able to see connections between the silos. Says Kay, the liberal arts have done a bad job at “adding in epistemology” among the “smokestacks” (i.e. disciplines)
  • a game, or a simulation, thought of as a thing we might create (rather than a thing we only act within), is a visceral example of systems thinking
  • It’s the Flatland story–that we need to train our 2D minds to see in a kind of 3D–and Kay’s genius is that he recognizes we have to bake this ability into the species, through education, as close to birth as possible.
  • Systems thinking is to be conceived of as a platform skill or an increased capacity on top of which we will be able to construct new sorts of ideas and ways of knowing, of more complex natures still. The step beyond seeing a single system is of course the ability to see interacting systems – a kind of meta-systemic thinking – and this is what I think Kay is really interested in, because it’s what he does. At one point he showed a slide of multiple systems–the human body, the environment, the internet, and he said in a kind of aside, “they’re all one system . . .”
  • Seeing systems is an epistemology, a way of knowing, a mindset
  • What happens when you’re stuck in a system? You don’t understand the world and yourself and others as existing in constant development, as being in process; you think you are a fixed essence or part within a system (instead of a system influencing systems) and you inadvertently trap yourself in a kind of tautological loop where you can only think about things you’re thinking about and do the things you do and you thus limit yourself to a kind of non-nutritive regurgitation of factoids, or the robotic meaningless actions of an automaton, or what Kay calls living in a pop culture
  • A downside of being epistemologically limited to thinking within a system is that you overemphasize the importance of the content and facts as that system orders them
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    Seems like, among other things, a call for learning with games.
Ed Webb

Civic Tripod | Activism / Art / Learning - 1 views

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    Useful report.
Bryan Alexander

A Quaker plays first-person shooters - 1 views

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    Audio with novelist Nicholson Baker, who describes learning about computer games and respecting their art. Check out which title he thinks is most novelistic. There's also a full article, but not online yet.
Victoria Pullen

Video Games: The 21st Century's Fine Art Frontier : NPR - 2 views

  • Video Games: The 21st Century's Fine Art Frontier
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    Book review for "Extra Lives" by Tom Bissell.  I wouldn't say that "beat Red Dead Redemption" should be on the list, but I don't disagree with adding Bioshock.
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    Good catch, Vicky. The book's on my stack.
Victoria Pullen

3G Summit in Chicago - 1 views

I recently attended the 3G Summit (The Future of Girls, Gaming and Gender) at Columbia College Chicago. The presenters were: --Mary Flanagan, Professor of Digital Humanities at Dartmouth College --...

gaming education gender 3GSummit

started by Victoria Pullen on 17 Aug 10 no follow-up yet
Ed Webb

Learning through gaming - and game design - 1 views

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    Great example of how the process of game design can be powerfully educational. If they've carried out the R&D process well, including beta testing, then the end-product should be educational as well, of course. I hope we'll see more of this kind of project, particularly from liberal arts institutions.
Ed Webb

Art Games - 2 views

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    That's a good intro list. Might be handy to show people new to (thinking about) gaming.
Ed Webb

The Ballad of Reedybeanz - reedybeanz (grab_bag) - Echo Bazaar [Archive of Our Own] - 1 views

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    Nicely done. I wonder about fan fiction as a writing form for liberal arts education. Potential to engage reluctant writers?
Ed Webb

The Life-Changing $20 Rightward-Facing Cow - 4 views

  • The A Slow Year limited sets include the poetry book and the game on Atari cartridge, all set in black velvet and red leather, gold foil stamping, all hand-numbered, hand-made. While a manic counter was screaming the end of Bogost's journey to challenge social gaming norms, the creator was quietly, manually, assembling a physical art object. Only 25 will ever be made; they will sell for $500 apiece. Most have already been sold. To Bogost, like the poetry book that accompanies the Atari game, the handcraft and limited nature of A Slow Year's special edition help establish the project uncompromisingly as an art object, a creation bigger than "video game."
    • Ed Webb
       
      Sounds like something in a Wm Gibson or Bruce Sterling story
  • "I never expected that would happen," reflects Bogost. "A lot of the serious players… just like clicking a cow sometimes. It's very innocent; they just like clicking a cow."
  • Cow Clicker was never supposed to be fun. It was supposed to be silly, insultingly simple, a vacuous waste of time, and a manipulative joke at the expense of its players-–in other words, everything Bogost thought that Facebook games like the Zynga-made hit FarmVille are. In Cow Clicker, players get a cow, they click it, and then they must either pay to click it again or wait six hours; an embarrassing, joyless labor that to him represented the quintessential aspects of the games that were flourishing all over the social network.
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  • the story of a person whose joke project became more successful than the one on which he lavished love and intellect, the climate that caused that to happen and how ultimately he decided to learn from it instead of becoming upset
  • Then came the Gamification movement, the shiny new idea that if people were assigned goals and extrinsic "rewards," they'd be more motivated to engage with tasks-–and brands-–than they would have otherwise been
  • Cow Clicker developed an active player base–-people who missed the humor and attached to it as if it were a "real" game. These players unquestioningly spent real-money Facebook credits to enjoy their cows and sent Bogost innocent player feedback in the hopes of improving their experience. It subverted every expectation that he had, even as it reaffirmed his worst fears about the exploitive sadism of Facebook game design. Its success also became something to dread.
Todd Bryant

Avant-Garde - 0 views

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    Designed to show conflict between realism and modernism. Can find the game here: http://www.gamezhero.com/games/avantgarde
Bryan Alexander

Nordic LARP talks - 0 views

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    Presentations by Scandinavian LARP creators.
Bryan Alexander

Simulating spooks? The CIA, simulations, and analyst recruitment - 0 views

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    Some liberal arts campuses involved, like SBC: "While many might associate the CIA with dissimulation as much as simulation, the Agency uses serious games and simulations in a number of ways. They are used, for example, in analyst training at CIA University (indeed, one well-known game designer teaches there).
Bryan Alexander

NYU Game Center » Graduate Program - 2 views

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    The Game Center MFA starts Fall of 2012 The Game Center MFA is a 2-year Masters of Fine Arts degree that explores the design and development of games as a creative practice. The curriculum is centered on the creation of games and includes game design, criticism, programming, and visual design.
Ed Webb

Video games are the answer to the New Boring | Technology | guardian.co.uk - 0 views

  • And then there's Saint's Row 3, an open-world crime shooter, that seems to have been concocted entirely by hyperactive 14-year-olds force fed on a diet of sherbet, Red Bull and Korean gangster movies. This is a game in which the player can, entirely at random, bludgeon passers-by with a giant dildo. To the best of my knowledge, Downton Abbey features nothing even remotely comparable – although, to be fair, I skipped most of season two, and may have missed a key scene in which Hugh Bonneville attacks his butler with some nightmarish Edwardian device intended for the cure of female hysteria.
  • Please, if you are a parent and you want something to do with your kids on a wet Sunday afternoon, don't rent the latest heavily marketed CGI bore-fest from a Hollywood studio more interested in selling you merchandise and the moral agenda of its self-serving financers, buy Zelda. Buy Zelda and share a genuinely thrilling, heart-warming escapist fantasy with your children. Certainly, it's not as 'good' as taking them to a museum or getting them to play footie in the park, but if the only alternative is Horrid Henry, it is spectacular – and they will never forget it.
  • Interactivity is a blunt but effective tool to ensure attention and alertness. And as such, video games have never sought to stultify or repress. Video games are not interested in teaching us to make the most out of our tired soft furnishings.
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  • Forget mainstream TV, forget it. It's over – at least in terms of water cooler discussion. Apprentice and X-Factor may reliably trend on Twitter, but it's all ironic chatter mixed with barely-disguised collective embarrassment and culpability. There's nothing enriching there.
  • games demand immersion and investment. Traditionally, this has formed a stereotype of dead-eyed zombies slumped in front of monitors, but of course, through XBox Live and PSN, gamers now constantly communicate with each other, as well as share creative tasks in titles like Little Big Planet and Minecraft. New research from Michigan State University suggests that gamers are more imaginative story-tellers – the findings are far from conclusive, but they don't surprise me. The game worlds in Zelda, Uncharted and Dark Souls are rich and deep. They are cluttered with possibilities.
  • Games get to us on some primal level, they speak to the machine code of the human id – and that can be a good thing.
  • You have your doubts and so do I. But the very least mainstream games do is give us a platform to discuss amazing things. When you talk about Zelda or Uncharted 3, you can talk about beauty, art, mythology and adventure; when you talk about the forthcoming Bioshock: Infinite, you can cover architecture, paranoia and politics and it all makes perfect sense. These elements aren't hidden away, to be teased out by cultural studies students desperate to apply their knowledge of Derrida and Saussure. They're there in the very form, the very function of the games. Modern Warfare 3 and Battlefield 3 are idiotic and politically suspect, but give them five minutes and they'll show you more about the computerised lunacy of contemporary conflict than most of those MOD-arranged shaky cam war reports beamed into your living rooms by over-stretched 24-hour news channels
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