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An art game (or arthouse game) is a work of
interactive Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but mo ...
new media New media describes communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for ...
digital Digital usually refers to something using discrete digits, often binary digits. Technology and computing Hardware *Digital electronics, electronic circuits which operate using digital signals ** Digital camera, which captures and stores 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 Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are ''interactive''Holmes, Tiffany.
Arcade Classics Span Art? Current Trends in the Art Game Genre
''. Melbourne DAC 2003. 2003.
(usually ''competitive'' against the computer, self, or other players)Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003. and the result of ''artistic intent'' by the party offering the piece for consideration.Stalker, Phillipa Jane.
Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games
'.
University of the Witwatersrand The University of the Witwatersrand, Johannesburg (), is a multi-campus South African public research university situated in the northern areas of central Johannesburg. It is more commonly known as Wits University or Wits ( or ). The university ...
, Johannesburg. 2005.
They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design.Staff.
Video Game Blogs
''. Format Magazine - Pushing Play. 5 November 2008.
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.


Overview

A definition of the art game was first proposed by Professor Tiffany Holmes (
School of the Art Institute of Chicago The School of the Art Institute of Chicago (SAIC) is a private art school associated with the Art Institute of Chicago (AIC) in Chicago, Illinois. Tracing its history to an art students' cooperative founded in 1866, which grew into the museum and ...
) in her 2003 paper for the Melbourne DAC Conference, "Arcade Classics Span Art? Current Trends in the Art Game Genre". 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 stated 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), 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 ngan 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, cultural critique."Bittanti, Matteo.
Game Art
'. Mattscape. Retrieved 1 February 2013.
In a 2015 article, Colombian video game theorist Carlos Díaz placed importance on the "reflection experience" as an integral aspect of the art game. This experience can pertain to a variety of cultural avenues, but it transcends the medium and its structure. Within the topic of the art game, further subdivisions have been proposed. In her 2003 paper, 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 broadly defined the art game 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 video games." She proposed two different categorical schemes to further subdivide the genre by theme and by type. Subdividing by theme, Stalker defined "aesthetic art games" to include "games that deal with using the game medium to express an artistic purpose," and she defined "political" or "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 the 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 Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes an ...
", the "physical manifestation art game" (the player is involved physically in the game, often experiencing physical consequences, such as pain, for their actions), "
machinima Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''m ...
", and "3D real-time rtgame" (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. Distinctions are drawn in describing the art game as a genre compared to traditional video game genres (such as the platformer or
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
). Rather than describing the game on a surface level, descriptions focus on the ''artistic
intent Intentions are mental states in which the agent commits themselves to a course of action. Having the plan to visit the zoo tomorrow is an example of an intention. The action plan is the ''content'' of the intention while the commitment is the ''a ...
,'' as well as the execution and implementation of the gameplay. For instance, Bethesda's 2008 release ''
Fallout 3 ''Fallout 3'' is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the ''Fallout'' series, it is the first game to be developed by Bethesda after acquiring ...
'' is considered to be a
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal ac ...
with first-person shooter elements, but it could also be considered to have elements consistent with art games—it implements moral player choices for the sole purpose of provoking emotion or thought in the player. There are several recent instances of video games that similarly involve the characteristics of art games, such as ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
''and ''
Undertale ''Undertale'' is a 2015 2D role-playing video game created by American indie developer Toby Fox. The player controls a child who has fallen into the Underground: a large, secluded region under the surface of the Earth, separated by a magical ...
.'' Games like these aren't necessarily created or marketed under the classification of "art game", but are still created for artistic purposes that transcend their respective structures. The potentials and limitations of the medium are increasingly discovered as the video game industry develops, therefore resulting in the recent popularity of art game elements. If nothing else, the genre can be seen as a means to push the medium to its conceptual limit. Since the development of these early definitions, art theorists have emphasized the role of ''artistic intent''  (of
author An author is the writer of a book, article, play, mostly written work. A broader definition of the word "author" states: "''An author is "the person who originated or gave existence to anything" and whose authorship determines responsibility f ...
''or''
curator A curator (from la, cura, meaning "to take care") is a manager or overseer. When working with cultural organizations, a curator is typically a "collections curator" or an "exhibitions curator", and has multifaceted tasks dependent on the parti ...
) 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".Sharp, John. ''A Curiously Short History of Game Art''.
Georgia Institute of Technology The Georgia Institute of Technology, commonly referred to as Georgia Tech or, in the state of Georgia, as Tech or The Institute, is a public research university and institute of technology in Atlanta, Georgia. Established in 1885, it is part ...
. Proceedings of the International Conference on the Foundations of Digital Games. Pp.26-32. 29 May - 1 June 2012.
At the core of the matter lies an intersection between art and the
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
. 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 that
art film An art film (or arthouse film) is typically an independent film, aimed at a niche market rather than a mass market audience. It is "intended to be a serious, artistic work, often experimental and not designed for mass appeal", "made primarily f ...
takes in relation to
film A film also called a movie, motion picture, moving picture, picture, photoplay or (slang) flick is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, feelings, beauty, or atmospher ...
. 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 A ''Gesamtkunstwerk'' (, literally 'total artwork', translated as 'total work of art', 'ideal work of art', 'universal artwork', 'synthesis of the arts', 'comprehensive artwork', or 'all-embracing art form') is a work of art that makes use of al ...
'' where the work attempts to encompass other art forms, though as Garvey comments, the "merger of interaction with the aesthetics" drives these games beyond this concept.


"Art game" versus "game art"

Due to the contemporaneous improvement of graphic capabilities (and other aspects of
game art design Game art design is a subset of game development involving the process of creating the artistic aspects for video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists inv ...
) with the trend toward recognition of
games as art The concept of video games as a form of art is a commonly debated topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical ...
and the increases in video game art production and art game releases, discussions of these topics are often closely interleaved. This has led to the drawing of a number of critical distinctions between the "art game" and the various kinds of "game art". In drawing a distinction between games with artistic imagery and art games, commentators have compared the art to sculpture and have emphasized the concept of ''artistic intent'' in the creation of the art game. This difference has been described by Justin McElroy of ''
Joystiq ''Joystiq'' was a video gaming blog founded in June 2004 as part of the Weblogs, Inc. family of weblogs, now owned by AOL. It was AOL's primary video game blog, with sister blogs dealing with MMORPG gaming in general and the popular MMORPG ''Wor ...
'' as "the same s thatbetween a
sculpture Sculpture is the branch of the visual arts that operates in three dimensions. Sculpture is the three-dimensional art work which is physically presented in the dimensions of height, width and depth. It is one of the plastic arts. Durable ...
and a
building A building, or edifice, is an enclosed structure with a roof and walls standing more or less permanently in one place, such as a house or factory (although there's also portable buildings). Buildings come in a variety of sizes, shapes, and func ...
. Though a building/game can be aesthetically pleasing, an art game/sculpture is using its very structure to produce some kind of reaction." This same comparison has been used by Jenova Chen in an interview discussing art games and the prominence of
non-game Non-games are a class of software on the border between video games and toys. The term "non-game game" was coined by late Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or eve ...
s to the artistic
gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routin ...
community. Along with expanding on the notion of art games as comparable to architecture in a 2010 interview with Nora Young for '' Spark'', Jim Munroe stated that whereas video games such as the "art game" are shifting in the direction of the " high arts" within the realm of art generally, traditionally video games have occupied a position in the "cultural gutter" (making up the "
low arts In sociology, the term Low culture identifies the forms of popular culture that have mass appeal, which is in contrast to High culture, which has a limited appeal to a smaller proportion of the populace. Culture theory proposes that both high ...
"). Another key distinction that has been made between art games and games with artistic imagery (and indeed all games viewed as art) is that art games are intended as artistic creations from the outset whereas traditional games are often commercially motivated and play-oriented. Thus the "game" portion of "game art" is merely the means to an artistic end. This has been expanded by some commentators to include the artistic intention of the
curator A curator (from la, cura, meaning "to take care") is a manager or overseer. When working with cultural organizations, a curator is typically a "collections curator" or an "exhibitions curator", and has multifaceted tasks dependent on the parti ...
as well as the original creator. This distinction also brings into focus the concept of "serious play." Graham and Elizabeth Coulter-Smith of Southampton Solent University and The University of Northampton respectively, define serious play as "a mode of communication that is not instrumental and not overbearingly focused on the linguistic model," a communicative medium that involves the concrete action of the participants rather than abstracts such as language. This holds significant implications for an artistic medium, as it facilitates communication of meaning through increasingly more empathetic and concrete means. Unlike other media, players of games must expend not only time but ''effort''—in the form of problem-solving or the application of timed reflexes. This participatory element demonstrates that adding effort as an element in an art work results in a higher degree of emotional investment, and therefore a higher potential impact of artistic intent on the participant. In distinguishing between art games and video game art, the elements of ''interactivity'' and often ''competition'' (or goals) are frequently emphasized. Because art games are games and because games are interactive, definitions for the art game tend to require interactivity whereas video game art can be either interactive or non-interactive. Beyond this, the questions of whether competition, rules, and goals are intrinsic to games and to what extent "play" is even definable in the context of an art game raise thorny problems for critics who compare a game like chess to a game like ''Sim City'' and who question the playfulness of a game like '' Escape From Woomera''. A number of commentators have included the concept of ''competition'' as part of the definition of the art game to distinguish it from video game art. An example of such a definition is offered by Professor John Sharp: "Artgames are games in the formal sense of maintaining the experiential and formal characteristics of videogames—rules, game mechanics, goals, etc.—as an expressive form in the same way other artists might use painting, film or literature." Thus game art pieces can be seen to employ traditional (non-art) games as the canvas or artistic medium whereas art games employ the formal qualities of the game as the artistic medium.


"Art game" versus "art mod"

The idea of a distinction between art games and artistic modifications to existing games is one that several commentators including Rebecca Cannon and Matteo Bittanti have found useful in further discussing the related topics. Using Tiffany Holmes' original definition of the "art game" as a starting point, Cannon emphasized that whereas art games "always comprise an entire, (to some degree) playable game" and may be made from scratch,
art mod Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes an ...
s by definition "always modify or reuse an existing computer game but only rarely include a reward system, and if so, only when of thematic relevance." Likewise, whereas interactivity and playability are defining characteristics of the art game, they are often of no consequence for the art mod.Cannon, Rebecca. "Meltdown" from ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007. For Cannon, the nature of a work as a
modification Modification may refer to: * Modifications of school work for students with special educational needs * Modifications (genetics), changes in appearance arising from changes in the environment * Posttranslational modifications, changes to prote ...
is not alone determinative of the question of whether the work is an art game or an art mod. Some modifications are "art games" despite being mods according to her definition. In addressing the potential for confusion on this point, she has stated that at the most basic level, "art games explore the game format primarily as a new mode for structuring narrative and/or cultural critique, whilst art mods employ game media attributes for extensive artistic expressions." Thus, whereas art games explore the game ''format'', art mods explore game ''media'' and whereas art mods always exploit existing games, art games often replace them.
Fluxus Fluxus was an international, interdisciplinary community of artists, composers, designers and poets during the 1960s and 1970s who engaged in experimental art performances which emphasized the artistic process over the finished product. Fluxus ...
scholar Celia Pearce describes the art mod or "patch" as an " interventional strategy," referencing the
Dada Dada () or Dadaism was an art movement of the European avant-garde in the early 20th century, with early centres in Zürich, Switzerland, at the Cabaret Voltaire (in 1916). New York Dada began c. 1915, and after 1920 Dada flourished in Pari ...
ist concept. She argues that the art mod is an example of this pseudo-vandalism involving subversion and reflection within the cultural context of video games. Other art theorists including Pippa Tshabalala have rejected this narrow definition of the "art game" and have instead adopted a broad definition under the theory that the concept of the game is not limited to systems where the author has created rules and goals, but that games emerge whenever the observer self-limits play experience. Thus, observers experiencing the Jodi art mod, ''SOD'' (a modification of ''Wolfenstein 3D''), can experience it as an art game as soon as they decide that their goal will be to progress to the next level.


History


Origins and first wave art games

The art game genre has emerged most directly from the intersection of commercial culture (specifically commercial video games) and contemporary
digital art Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process, or more specifically computational art that uses and engages with digital media. Since the 1960s, various name ...
. In attempting to determine the earliest origins of the genre, however, art theorists including Tiffany Holmes and Greg Costikyan have identified its earliest roots in
Dada Dada () or Dadaism was an art movement of the European avant-garde in the early 20th century, with early centres in Zürich, Switzerland, at the Cabaret Voltaire (in 1916). New York Dada began c. 1915, and after 1920 Dada flourished in Pari ...
and the collaborative drawing games of the
Surrealist Surrealism is a cultural movement that developed in Europe in the aftermath of World War I in which artists depicted unnerving, illogical scenes and developed techniques to allow the unconscious mind to express itself. Its aim was, according to ...
artists of the 1920s. Others have drawn still broader connections to literary games invented by the author for the reader in 19th and 20th century literature. By treating the game as a topic of artistic utility, these earlier art movements legitimized the concept of the game as an artistically explorable form and as more than simply idle amusement. At the Art History of Games conference in Atlanta, Georgia, Professor
Celia Pearce Celia Pearce (born September 6, 1961) is an American game designer currently teaching at Northeastern University as an associate professor. She is a co-founder and current Festival Chair of IndieCade, an international festival of independent game ...
further noted that since the
Fluxus Fluxus was an international, interdisciplinary community of artists, composers, designers and poets during the 1960s and 1970s who engaged in experimental art performances which emphasized the artistic process over the finished product. Fluxus ...
movement of the 1960s and
Marcel Duchamp Henri-Robert-Marcel Duchamp (, , ; 28 July 1887 – 2 October 1968) was a French painter, sculptor, chess player, and writer whose work is associated with Cubism, Dada, and conceptual art. Duchamp is commonly regarded, along with Pablo Picasso ...
's art productions, procedurality has taken a central position in certain forms of art. The artistically motivated imposition of strict rules of creation for an art piece (in this case the restriction by the author to the format or medium of the video game) brought video games and art into a collision resulting in the first true art games.Pratt, Charles J.
The Art History... Of Games? Games As Art May Be A Lost Cause
'.
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
. 8 February 2010.
Although early game-like programs such as Conway's zero-player '' Game of Life'' (1970) were foundational to later art games, Pearce identifies the earliest true art games as originating in a small wave in the early 1980s with games such as
Bernie DeKoven Bernard Louis De Koven or DeKoven (October 15, 1941 – March 24, 2018) was an American game designer, author, lecturer and fun theorist. He is most notable for his book ''The Well Played Game'', for his contributions to the New Games Foundatio ...
and Jaron Lanier's '' Alien Garden'' (1982). Other early art games from this period include
Jane Veeder Jane Veeder (born 1944) is an American digital artist, filmmaker and educator. She is a professor at San Francisco State University in the Department of Design and Industry, at which she held the position of chair between 2012 and 2015. Veeder is ...
's ''Warpitout'' (1982),Staff. "Chicago Computer Artist Accelerates to Warp Speed."
Softalk ''Softalk'' () was an American magazine of the early 1980s that focused on the Apple II computer. Published from September 1980 through August 1984, it featured articles about hardware and software associated with the Apple II platform and the pe ...
. Pg.227-229. February 1983.
Lanier's '' Moondust'' (1983), and
Lynn Hershman Leeson Lynn Hershman Leeson (née Lynn Lester Hershman; born 1941) is a multimedia American artist and filmmaker. Her work combines art with social commentary, particularly on the relationship between people and technology. Leeson is a pioneer in new med ...
's
Laserdisc games An interactive film is a video game or other interactive media that has characteristics of a cinematic film. In the video game industry, the term refers to a movie game, a video game that presents its gameplay in a cinematic, scripted manner, ...
'' LORNA'' (1983) and '' Deep Contact'' (1984).Kuehn, Emily.
Review: The World of Art Games
." '' Columbia College Chicago Profile''. 2009.
Following this period of activity, art game production would see a lull until the end of the 1990s. Video games were first displayed in the art museum setting during the 1980s, in retrospective exhibitions like
Corcoran Gallery of Art The Corcoran Gallery of Art was an art museum in Washington, D.C., United States, that is now the location of the Corcoran School of the Arts and Design, a part of the George Washington University. Overview The Corcoran School of the Arts & Desig ...
's "ARTcade" (1983)Blakeman, Mary Claire. "The Art Side of Video Games." ''Video Games''. Vol.2, No.4. Pp.27-30. January 1984. and Museum of the Moving Image's "Hot Circuits: A Video Arcade" (1989). However, just as with the production of art games, the practice became much more common during the late 1990s and early 2000s. Exhibitions like the
Walker Art Center The Walker Art Center is a multidisciplinary contemporary art center in the Lowry Hill neighborhood of Minneapolis, Minnesota, United States. The Walker is one of the most-visited modern and contemporary art museums in the United States and, to ...
's "Beyond Interface" (1998),Holmes, Tiffany.
Art games and Breakout: New media meets the American arcade
'. Computer Games and Digital Cultures conference (Tampere, Finland); Art Gallery, SIGGRAPH 2002. August 2002.
the online "Synreal" (1998) and "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999), shift e.V.'s "RELOAD" (1999), the UCI Beall Centre's "Shift-Ctrl" (2000), and several others in 2001 were among the first wave of video game exhibitions that popularized the concept. This expanded to exhibitions heavily featuring or exclusive to art game content in the early 2000s with shows like
MASS MoCA The Massachusetts Museum of Contemporary Art (MASS MoCA) is a museum in a converted Arnold Print Works factory building complex located in North Adams, Massachusetts. It is one of the largest centers for contemporary visual art and performing a ...
's "GameShow" (2001) San Francisco MOMA's "010101: Art in Technological Times" (2001), the
Whitney Museum The Whitney Museum of American Art, known informally as "The Whitney", is an art museum in the Meatpacking District and West Village neighborhoods of Manhattan in New York City. It was founded in 1930 by Gertrude Vanderbilt Whitney (1875–194 ...
's "Bitstreams" (2001), and the New York Museum of the Moving Image's " Digital Media" (2003).


Rise of the "artist game"

Drawing from the modern traditions of the 1970s New Games Movement, where the playing of a game could be regarded as a form of
performance art Performance art is an artwork or art exhibition created through actions executed by the artist or other participants. It may be witnessed live or through documentation, spontaneously developed or written, and is traditionally presented to a pu ...
, art pieces such as
Frank Lantz Frank Lantz (born December 17, 1963) is the Director of the New York University Game Center. For over 12 years, Lantz taught game design at NYU's Interactive Telecommunications Program. He has also taught at the School of Visual Arts and Parsons S ...
' '' Pac Manhattan'',
Blast Theory Blast Theory is a Portslade-based artists' group, whose work mixes interactive media, digital broadcasting and live performance. Biography The group was founded in 1991 by Matt Adams, Niki Jewett, Will Kittow and Ju Row Farr. The group is curr ...
's '' Can You See Me Now?''  and similar hybrid performance-art/art-games including '' Painstation'' (2001), ''
Go Fish Go Fish or Fish is a card game usually played by two to five players,
although it can be played wi ...
'' (2001), and '' Vagamundo'' (2002) came in the early years of the modern period of art game production. The burgeoning video game art movement also provided direct inspiration for art game development particularly in the creation of
art mod Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes an ...
s. Art theorist Rebecca Cannon identifies the earliest example of a purposeful art mod to be
Iimura Takahiko was a Japanese avant-garde filmmaker and fine artist. He is considered one of the pioneers of experimental and independent filmmaking in Japan. Iimura was born in Tokyo and was a graduate of Keio University. His film ''Onan'' (1963) won the Spe ...
's 1993 ''AIUEOUNN Six Features'' (a modification of Sony's "System G"), although the transgressive capability of mods like ''Castle Smurfenstein'' (1983) had already been recognized during the first period of art game creation. Online
artist collective An artist collective is an initiative that is the result of a group of artists working together, usually under their own management, towards shared aims. The aims of an artist collective can include almost anything that is relevant to the need ...
s including Jodi.org and the Australian SelectParks soon began production of art games in the studio setting, repurposing older games through the use of interactive art mods. The use of mods within art games became one of the primary tools for art game creators who designed games with a message, such as the addition of female characters to a traditionally male-centric game, or to force the audience to re-examine a familiar work in a different light. Consequently, the early history of art games is intimately connected to the history of commercial video games and the establishment of video gaming conventions, and significant events in the
history of video games The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. '' Spacewar!'' was developed by MIT student hobbyists in 1962 as one of the first s ...
have corresponding significance to art games. This is true both in terms of the level of technological advancement that make up the substance of art games as well as by providing cultural touchstones (such as the classic arcade games and blockbuster titles from the 1990s like ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' and ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's charact ...
'') that art games may use referentially or as the subject of an homage. Art games of this kind have been defined by theorists as "artist games"Stockburger, Axel. "From Appropriation to Approximation". ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.29, 34-35. —art games created by non-developer
contemporary art Contemporary art is the art of today, produced in the second half of the 20th century or in the 21st century. Contemporary artists work in a globally influenced, culturally diverse, and technologically advancing world. Their art is a dynamic ...
ists rather than by game developers. Typically produced on a smaller budget and with less technical (coding) knowledge than art games emerging from the game scene itself, "artist games" are often more explicit in terms of their artistic ambitions and commonly occupy "the grey area between modification and original game" because they are frequently based on classic arcade titles from the 1980s. Early examples of this kind of game include Thompson and Craighead's ''Trigger Happy'' (1998), Esc to Begin's ''Font Asteroids'' (1999), and
Natalie Bookchin Natalie Bookchin is an artist based in Brooklyn, New York. She is well known for her work in media. She was a 2001-2002 Guggenheim Fellow. Her work is exhibited at institutions including PS1, Massachusetts Museum of Contemporary Art, the Museum ...
's '' The Intruder'' (1999). As video games became increasingly common as a form of media throughout the 2000s, video games that deemphasized the
game A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (suc ...
portion of the medium (such as
serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...
s,
non-game Non-games are a class of software on the border between video games and toys. The term "non-game game" was coined by late Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or eve ...
s and art games) saw a rise in production. This in turn led to recognition of the game as a vehicle for ideas instead of simply an entertaining diversion. The term "art game" was first used in the scholarly setting by Professor Tiffany Holmes in her 2002 paper, "Art games and Breakout: New media meets the American arcade". Holmes presented this paper at the Computer Games and Digital Cultures conference in Tampere, Finland, and at SIGGRAPH 2002, later expanding it by defining the term in a 2003 paper for the Melbourne DAC Conference. Further refinements to the definition were made by theorist Rebecca Cannon in her late 2003 paper, "Introduction to Artistic Computer Game Modification."


Rise of the indie art game

Beginning in the early to mid-2000s with games such as ''
Samorost ''Samorost'' is a puzzle point-and-click adventure game developed by Amanita Design. The first game of the ''Samorost'' series was released in 2003 for free on the Amanita Design website. Two sequels were released, '' Samorost 2'' in 2005 and '' ...
'' (2003) and '' The Endless Forest'' (2005), a strong overlap developed between art games and
indie game An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
s. This meeting of the art game movement and the indie game movement brought art games to the attention of the
video game culture Video game culture is a worldwide new media subculture formed by video gamers. As video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved with ...
at large, and sparked large debates regarding whether or not video games can be fairly considered as works of art, as well as a backlash against use of the term. These debates have in turn led to the retrospective determination of numerous older commercial video games (prior to the use of the term "art game") as art games. As indie art games have seen a dramatic rise in production in the late 2000s (especially from 2008 and onwards), indie game developers like Jenova Chen,
Molleindustria Paolo Pedercini (born 1981) is an Italian game designer known for making Flash videogames based on provocative left-wing socio-political points of view, on topics such as labour market flexibility and Queer theory, in explicit opposition with ...
,
Jason Nelson Jason Nelson is a digital and hypermedia poet and artist. He is Associate Professor of Digital Culture at the University of Bergen, where he was also a Fulbright Fellow from 2016-17. Until 2020 he was a lecturer on Cyberstudies, digital wri ...
, Jason Rohrer, and Tale of Tales have become established and "artist games" have become relatively less common. Discussions over the commercial viability of art games have led to speculation concerning the potential for the commercial video game industry to fund the development of "prestige games" (games that are unlikely to be commercially successful but whose artistic vision marks them as important to the development of the medium). These considerations are generally regarded as premature, as the concept of "prestige" hasn't yet taken hold for
publishers Publishing is the activity of making information, literature, music, software and other content available to the public for sale or for free. Traditionally, the term refers to the creation and distribution of printed works, such as books, news ...
as it has for developers in the nascent industry. Consequently, publishers are generally unwilling to take on commercially risky high-concept games the same way that major film studios (who often have arthouse divisions) might for art films that could enhance their prestige. The need for adequate funding to produce high quality art games has been recognized by art game creators like Florent Deloison and Mark Essen, who in 2011 joined designer game firms where individualized art games can be commissioned as luxury items by art patrons for a substantial price.


Criticism of the term "art game"

Alongside the growing use of the term "art game", numerous members of the
video game culture Video game culture is a worldwide new media subculture formed by video gamers. As video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved with ...
have reacted negatively to its application. Critics have noted that the term turns away a certain segment of the gamer population who reject the notion that games can be works of art, and who equate "art games" with
elitist Elitism is the belief or notion that individuals who form an elite—a select group of people perceived as having an intrinsic quality, high intellect, wealth, power, notability, special skills, or experience—are more likely to be constr ...
gaming. This kind of reaction has in turn caused some game developers to reject the use of the term to describe their games, instead using terms like "not-game", "un-game", or simply refusing to accept any categorical label for their work. Some common criticisms of the term include: *A view from some within the gaming community that describing a game as an art game means that it's pretentious and not fun.Sterling, Jim.
Jimquisition: The Definition of Art Games
'. Escapist Magazine. 2 July 2012.
*A view that those who play and enjoy art games (known as "art gamers") are
snob ''Snob'' is a pejorative term for a person who believes there is a correlation between social status (including physical appearance) and human worth.De Botton, A. (2004), ''Status Anxiety''. London: Hamish Hamilton ''Snob'' also refers to a per ...
by and not to be emulated. *A view that the term "art game" needlessly introduces the distinction between high art and
low art In sociology, the term Low culture identifies the forms of popular culture that have mass appeal, which is in contrast to High culture, which has a limited appeal to a smaller proportion of the populace. Culture theory proposes that both high ...
within video games where it has never existed previously. *A view that the term "art game" is over-broad and that it is incorrectly used synonymously with "indie game" thereby improperly co-opting the concept of innovation when innovation itself is not art. *The idea that the term "art game" implies an exclusive claim to artistry within the medium of the video game and that art games are therefore superior to other forms. *The idea that works today labeled as "art games" lack the formal properties to properly be called games or art at all.


List of art games


See also

*
Art film An art film (or arthouse film) is typically an independent film, aimed at a niche market rather than a mass market audience. It is "intended to be a serious, artistic work, often experimental and not designed for mass appeal", "made primarily f ...
* Auteur theory *
Computer art Computer art is any art in which computers play a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many tradit ...
*
Game studies Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with a ...
*
Glitch art Glitch art is the practice of using digital or analog errors for aesthetic purposes by either corrupting digital data or physically manipulating electronic devices. Glitches appear in visual art such as the film '' A Colour Box'' (1935) by Len L ...
* Video games as an art form * Video game art


References


Further reading

* Bittanti, Matteo. ''Gamescenes: art in the age of videogames''. Johan & Levi. 2006. * Bogost, Ian. ''How to Do Things With Videogames''. U of Minnesota Press. 2011. * Clarke, Andy and Grethe Mitchell. ''Videogames and Art''. Bristol: Intellect Books. 2007. . ** Cannon, Rebecca. "Meltdown" from ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. pp. 40–42. 2007. ** Stockburger, Axel. "From Appropriation to Approximation". ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp. 29, 34-35. * DeFanti, Thomas A. "The Mass Impact of Videogame Technology." ''Advances in Computers''. Vol.23. Pg.137. 1984. * Greene, Rachel. "Chapter 3: Themes in Internet Art" in ''Internet Art''.
Thames & Hudson Thames & Hudson (sometimes T&H for brevity) is a publisher of illustrated books in all visually creative categories: art, architecture, design, photography, fashion, film, and the performing arts. It also publishes books on archaeology, history, ...
. Pp. 144–151. * Holmes, Tiffany. "Arcade Classics Span Art? Current Trends in the Art Game Genre." Melbourne DAC 2003. 2003. * Jansson, Mathias. ''Everything I Shoot Is Art''. Link Art Center: LINK Editions, Brescia. 2012. * Kierkegaard, Alex. ''On the Genealogy of "Art Games"''. Insomnia Books. 14 March 2011. * Sharp, John. ''A Curiously Short History of Game Art''. Georgia Institute of Technology. Proceedings of the International Conference on the Foundations of Digital Games. pp. 26–32. 29 May – 1 June 2012. * Stalker, Phillipa Jane. Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games. University of the Witwatersrand, Johannesburg. 2005. {{DEFAULTSORT:Art games Video game genres New media art