A NEW DIGITAL ART GAME: THE ART OF THE FUTURE

Authors

  • Ieva Gintere Vidzeme University of Applied Sciences (LV)

DOI:

https://doi.org/10.17770/sie2019vol4.3674

Keywords:

art of modernism, digital art game, glitch, hacking, pixel aesthetics, vaporwave, generative art

Abstract

The task of this study is to create an innovative digital art game of contemporary aesthetics on the basis of research. Research implies the analysis of digital art games and the historical background of their aesthetics, as well as their classification following the stylistic trends. Digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The new game would develop the creative skills of players and teach them the current trends in digital art. The game would project the inheritance of art from the age of modernism into the digital world by teaching the player to recognize it (for instance, pixel aesthetics is a successor to cubism and constructivism). The new game will let its user play around with the trends in digital art such as vaporwave, glitch and others, and to create new ones. Thus, it would deal with the problem of knowledge cache and cultural segregation that characterizes modern art: being an esoteric subject to a great extent, it is difficult to access a large segment of the public. The aim of this study is to raise the interest of a wide-ranging public for contemporary art and to point out the newest creative tendencies in art. The paper presents an overview of digital art games, introduces a novel term, vaporwave, that has not been registered in the art game discourse so far, and offers an updated definition of the art game. The Design Science Research method is used in order to cross-cut such remote fields as the general public and the arthouse world, codes of modern art and the taste of the general public.

 

Downloads

Download data is not yet available.

References

Chen, S., & Michael, D. (2005). Serious Games: Games that Educate, Train and Inform. USA, Thomson Course Technology. Retrieved from:

https://anagroudeva.files.wordpress.com/2013/06/serious_games__games_that_educate__train__and_inform.pdf.

Barthes, R. (1984[1968]). La mort de l'auteur. Le bruissement de la langue. Essais critiques, IV, 63-69.

Bourriaud, N. (1998). L'esthétique relationnelle. Dijon: Les presses du réel.

Díaz, C. M. C., & Tungtjitcharoen, W. (2015). Art Video Games: Ritual Communication of Feelings in the Digital Era. Games and Culture, 10(1), 3-34. Retrieved from: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.913.1814&rep=rep1&type=pdf.

Djaouti, D., Alvarez, J., & Jessel, J.-P. (2011). Classifying Serious Games: The G/P/S Model. Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. DOI: 10.4018/978-1-60960-495-0.ch006.

Djaouti, D., Alvarez, J., Jessel, J.-P., & Methel, G. (2008). Towards a Classification of Video Games. International Journal of Computer Games Technology. Retrieved from: http://www.ludoscience.com/files/ressources/aisb07_towards_a_classificatio.pdf.

Eco, U. (1988[1971]). Le signe. Brussels: Labor.

Elverdam, & Aarseth, E. (2007). Construction Through Critical Analysis. Games and Culture, 2(1). Sage Publications. Retrieved from: http://nideffer.net/classes/270-08/week_05_design/classification_and_design_aarseth_elverdam.pdf.

Gabrāns, G. (2017). Interview. Riga, 04.11.2017. Recorded by I. Gintere.

Gintere, I. (2017). Codes of Musical Modernism and Latvian Contemporary Music. 4th International Multidisciplinary Scientific Conference on Social Sciences & Arts SGEM, 1(6), 435-442.

Gintere, I., Zagorskis, V., & Kapenieks, A. (2018). Concepts of e-Learning Accessibility Improvement – Codes of New Media Art and User Behavior Study. 10th CSEDU International Conference on Computer Supported Education, 1, 426-431. DOI: 10.5220/0006787304260431.

Grahn, E. (2013). Modern Pixel Art Games: A Study in GUI Aesthetics for Modern Pixel Art Games. Blekinge Tekniska Högskola. Retrieved from: https://www.diva-portal.org/smash/get/diva2:832803/FULLTEXT01.pdf.

Holmes, T. (2003). Arcade Classics Spawn Art? Current Trends in the Art Game Genre. Melbourne DAC Conference. Retrieved from: https://web.archive.org/web/20130420092835/http://hypertext.rmit.edu.au/dac/papers/Holmes.pdf

Lyotard, J.-F. (1988). Le postmoderne expliqué aux enfants. Paris: Éditions Galilée, 23-32.

Kant, I. (2006[1790]). Kritik der Urteilskraft. Hamburg: Felix Meiner Verlag. Retrieved from: https://beckassets.blob.core.windows.net/product/toc/9023287/9783787319480_toc_001.pdf.

Kelly, C. (2009). Cracked Media: The Sound of Malfunction. Cambridge, Massachusetts: the MIT Press.

Koc, A. (2017). Do You Want Vaporwave, or Do You Want the Truth? Cognitive Mapping of Late Capitalist Affect in the Virtual Lifeworld of Vaporwave. Capacious: Journal of Emerging Affect Inquiry, 1. Retrieved from: http://capaciousjournal.com/cms/wp-content/uploads/2016/12/koc-do-you-want-vaporwave.pdf.

Parker, F. (2014). Playing Games with Art: The Cultural and Aesthetic Legitimation of Digital Games [PhD thesis]. Toronto: York & Ryerson Universities. Retrieved from: https://yorkspace.library.yorku.ca/xmlui/bitstream/handle/10315/28164/Parker_Felan_S_2014_PhD.pdf?sequence=2&isAllowed=y.

Paul, C. (2003). Digital Art. London: Thames & Hudson.

Pearce, C. (2006). The Aesthetics of Play. Visible Language, 40(1). California: Rhode Island School of Design. Retrieved from: http://www.intermass.com/files/pearce.pdf.

Plato, (1968). The Republic. USA: Basic Books. Retrieved from: http://www.inp.uw.edu.pl/mdsie/Political_Thought/Plato-Republic.pdf.

Pohl, Ch., & Hadorn, G. H. (2007). Principles for Designing Transdisciplinary Research. Munich: Oekom Verlag.

Toop, D. (2001). The Generation Game: Experimental Music and Digital Culture. Cox, C., Warner, D. (eds.) Audio Culture: Readings in Modern Music. London: Continuum, 239-247.

Ludography with Visual Presentations

Amanita Design (2003). Samorost. Retrieved from:

https://www.youtube.com/watch?v=VfsM0Zq5Pgs.

Arcangel, C. (2002). Super Mario Clouds. Retrieved from:

http://collection.whitney.org/object/20588.

Barr, P. (2012). The Artist is Present. Retrieved from:

https://www.youtube.com/watch?v=V5eANXQI_RA&t=170s&frags=pl%2Cwn.

Betts, T. (2002). QQQ. Retrieved from: http://www.nullpointer.co.uk/content/qqq-2/.

Bookchin, N. (1999). The Intruder. Retrieved from: https://vimeo.com/30022802.

Constantini, A. (1999). Atari Noise. Retrieved from: http://www.atari-noise.com.

DesLaurier, M. (2018). Bellwoods. Retrieved from:

https://www.reddit.com/r/javascript/comments/9fn3hw/bellwoods_a_generative_art_game_in_less_than_13/.

Flanagan, M. (2003) [domestic]. Retrieved from:

https://www.youtube.com/watch?v=gRZBBA1HWsk.

Giant Sparrow (2008). The Unfinished Swan. Retrieved from:

http://www.giantsparrow.com/games/swan/.

Hanson-White, E. (2015). Memory of a Broken Dimension. Retrieved from:

https://www.youtube.com/watch?v=6G_IU5lK1E8.

Jodi (1996). Untitled Game. Retrieved from: https://vimeo.com/89343205.

Jodi (1999). SOD. Retrieved from: https://www.youtube.com/watch?v=24KQiy0U_Uk.

Messhoff (2014). Nidhogg. Retrieved from:

https://www.youtube.com/watch?v=8g9yqq7Np6k&frags=pl%2Cwn.

Messhoff (2007). Flywrench. Retrieved from:

https://www.youtube.com/watch?v=Imt3lfa_tm8.

Molleindustria (2009). Every day the same dream. Retrieved from:

https://www.youtube.com/watch?v=LX0_xwtsZ7U.

O’Reilly, D. (2014). Mountain. Retrieved from:

https://www.youtube.com/watch?v=N6dxrPLl9dQ.

O’Reilly, D. (2017). Everything. Retrieved from:

https://www.youtube.com/watch?v=JYHp8LwBUzo.

Playdead (2010). Limbo. Retrieved from: https://www.youtube.com/watch?v=wUc7hQvBdNs.

Rohrer, J. (2007). Passage. Retrieved from:

https://www.youtube.com/watch?v=n3o0HFXPfco.

Santa Ragione (2011). Fotonica. Retrieved from:

https://www.youtube.com/watch?v=abxd5d0MEM0.

Sheely, K. (2010). Cities in Flux. Retrieved from:

https://www.youtube.com/watch?v=HQgRiulcBQc.

Strangethink (2014). The Pyramid Gate. Retrieved from:

https://www.youtube.com/watch?v=_UDj2leok3o&list=PLlxZek2EIxklJBAg1tot-MRwc5Bkuda5S&index=11&frags=pl%2Cwn.

Strangethink (2016). Error City Tourist. Retrieved from:

https://www.youtube.com/watch?v=bDBYYGQtxAM&index=4&list=PLlxZek2EIxklJBAg1tot-MRwc5Bkuda5S&frags=pl%2Cwn.

Tale of Tales (2005). The Endless Forest. Retrieved from:

https://www.youtube.com/watch?v=vaB0XquLW7U.

Tale of Tales (2013). Bientôt l’été. Retrieved from: http://tale-of-tales.com/bientotlete/.

Tale of Tales (2015). Sunset. Retrieved from: http://tale-of-tales.com/Sunset/.

Thatgamecompany (2009). Flower. Retrieved from:

https://www.youtube.com/watch?v=s1oZnf3475c.

Thatgamecompany (2012). Journey. Retrieved from: http://thatgamecompany.com/journey/.

Ustwo Games (2014). Monument Valley. Retrieved from:

https://www.youtube.com/watch?v=wC1jHHF_Wjo.

Weavesilk (2013). Diablo. Retrieved from:

https://www.youtube.com/watch?v=qDDJw9iIPgQ&frags=pl%2Cwn.

Downloads

Published

2019-05-21

How to Cite

Gintere, I. (2019). A NEW DIGITAL ART GAME: THE ART OF THE FUTURE. SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference, 4, 346-360. https://doi.org/10.17770/sie2019vol4.3674