The Art of Gaming

Today’s videogames are visually slick, but are they venturing into the realm of fine art? Janet Hetherington takes a look at how videogame art is jumping off the screen and into the gallery. Includes a QuickTime clip!
Posted In | Magazines: AnimationWorld

If you have the QuickTime plug-in, you can view a clip from each film by simply clicking the image.

Art can be defined as the production, expression or realm of what is beautiful. It can also be described as objects subject to aesthetic criteria. Today, some of the most recent additions to the world of art are coming from an unexpected source — videogames.

Artist Andy Warhol first took everyday things and raised them to a new level of artistic awareness in the 1960s. In his book, American Vision, Robert Hughes wrote, “He first exhibited in an art gallery in 1962, when the Ferus Gallery in Los Angeles showed his 32 Campbell's Soup Cans, 1961-62. From then on, most of Warhol’s best work was done over a span of about six years, finishing in 1968, when he was shot. And it all flowed from one central insight: that in a culture glutted with information, where most people experience most things at second or third hand through TV and print, through images that become banal and disassociated by repeated again and again and again, there is role for affect-less art.”

Today’s artists are again looking to pop culture for inspiration, and videogames are providing that inspiration. Interestingly enough, videogames appear to be as interactive in art as they are in play.

“Games are unique in that the components that make up a game are all art/artful (i.e., story, music, voice acting, code, etc.), and a game as a whole is a work of art. Games are an extremely powerful medium for human expression and experience,” says Jason Della Rocca, exec director, International Game Developers Assoc. (IGDA).

Cracking the Code
In a recent exhibition at the InterAccess Electronic Media Arts Centre in Toronto called “Controller: Artists Crack The Game Code” (Feb. 24-March 25, 2006), five artists modified videogames by exploiting glitches in the code, adding or removing elements in the game and isolating specific visual components. By hacking the game code, these works questioned the latent meaning of the gaming language — who designs the software and for what end, who is controlling whom?

In the exhibition, the artists used recognizable gaming icons to add bizarre twists to familiar territory. In Myfanwy Ashmore’s mario trilogy, viewers were invited to play three hacked versions of the original Super Mario Brothers game.

Anita Fontaine + Yumi-co's CuteXdoom created a game installation that explored the modern cultures’ addiction to cuteness. The mission was to become a member of the toy-worshipping Yumi-co cult and gain access to the exclusive temple-quarters. It ran within the game Unreal Tournament 2003.

Apollo Shrapnel Part 1 and Restless < Wrath were two previously unseen works of Tasman Richardson’s Atari glitch video series. These videos explored abstract color and form through captures of Atari game manipulations.

Prepared PlayStation by RSG (Alexander Galloway, assistant professor in the Department of Culture and Communication at New York University) was an installation using three scenes inside the game Tony Hawk's Underground 2. Using unmodified versions of the PlayStation game, this work exploited bugs and glitches in the code to create jolting game loops. Videogames were the content of the work; no additional footage or editing was used. After being “prepared,” the game played itself perpetually.

PacMondrian and Calderoids by Prize Budget for Boys comprised custom-designed arcade cabinets that take classic arcade games Pac-Man and Asteroids and combine them with the work of famous artists Piet Mondrian and Alexander Calder.

“Our motto is ‘Let’s Play Art!” says Neil Hennessy, Prize Budget for Boys. “Given that art has always been what we do with our excess energy, we like how videogame art makes us reflect on all art as something we play with; not just passively viewing, listening, or consuming, but actively playing.”

Hennessy acknowledges a connection to videogame art and the work of Andy Warhol. “We're actually using Andy Warhol’s work itself in a game we're releasing soon called ‘I Shot Andy Warhol’s Empire’,” Hennessy says. “It's a light-gun game where you have to shoot at Andy Warhol’s reflection, which only appears a couple of times during his eight-hour movie of the Empire State building when he changes the film. The most boring movie ever made is now the most boring videogame ever made! We also have a game called Claes OldenBurgerTime in the works, so we’ll have two pop art videogames.”







Comments


NOW THATS A GREAT PERSPECTIVE,JANET H. AND THANKS FOR THE VERY INTERESTING ARTICLE. AWN's authors always amaze me with such wonderful-new discoveries and information that they likley aquire from endless- hours of connecting with their fellow artists-etc.Ryan Church is right-on,when he 'swore' and so did I,because the PC has really accelerated my art and would be lost without it. Having never known that(last year) one of my ideas using my own art images on (www.sito.org) was a variation of the ...theory Janet writes about,was exciting-indeed! Bear with me,as I shamlessly promote my way of making toon 'art': What I have been doing is to create scenes with my own characters-backgrounds and then ponder-write the actual story lines that could 'develope' from the scene-it-self.I have over a dozen,so-far.It's not an animation-yet, but will eventualy animate some of the scenes . Consider; it is really a one scene 'pitch' from which many avenues of developement can 'travel'.Mind you,the only fans that see my art images are the ones that surf sito,then buy the printed t-shirt,but have yet to 'see' it deveoped into a video game or full length feature.That,in itself say volumes about market appeal.And it doesn't matter to me, as an artist,because that (IS) my creative(and financial) reality. Furthermore, any artist ,besides the ones that have already 'made-it' can do this,so in case you didn't realize ,you-too can join 'sito' as it is totally free and easy to use ,like as I do.BTW, Ed Stastny and Jon Van Oast run sito,with other artist- voulnteers,in Portland OR.and it is supported by one net company(no advetrtising) for free!It is simple to join; you have your own page with many 'tags' and your own comments below the images,so if I can do this,you can-too. If Janet cares to do an article about (MY)starving toon-artist method of creating these-promotion-marketing ideas,then perhaps we can launch even MORE 'spin-off-ideas'of this kind of art described in the article.the more the merry-er. My sito page is there to see my techniques for all artists who need a platform for their ideas.search for this on sito; Dale Mc Farlane AKA "DAWK" or just use DAWK ! CHEERZ FROM DAWK
DAWK Mc Farlane (not verified) | Sat, 04/29/2006 - 00:00 | Permalink

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