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MITJA KO

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Aim is to give you some ideas about what you want to do in the workshop. ... 'Digital Games as High Art', Karin Bruns Ars Electronica 2004 ... – PowerPoint PPT presentation

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Title: MITJA KO


1
  • MITJA KOŠTOMAJ
  • Faculty of the Arts
  • Thames Valley University
  • Interactive Game Play
  • Future of games
  • Art in Game play
  • Concepts of games

2
Interactive Game Play
  • Today
  • Concepts of the Games
  • Art in Games and Games as Art
  • Future of the Games
  • Aim is to give you some ideas about what you want
    to do in the workshop.

3
gt Elements of Computer Games
  • Rules
  • Graphics
  • Interface
  • Characters
  • Places - Arena
  • Sound and Music
  • Narratives
  • Technology
  • Players target audience
  • Social interpersonal issues

Virtual digital Fictional Real
Context Aesthetics Emotions, feelings
4
gt Technology
  • Technology drives development of games
  • New technology gtgt new titles
  • Game platforms
  • Mobiles
  • New TV screens
  • Sensors, webcam interaction
  • Home immersive environments

5
Playing for respect
  • Alexander Galloway on video games in 2003 Tech
  • http//www.findarticles.com/p/articles/mi_m0268/is
    _4_42/ai_111696412/print
  •  
  • FORMS OF MEDIA gtgt "thirty-year rule" of
    development. gt starts with invention of a medium
    and ending with its effective operation and
    widespread appearance in culture at large.
  • Auteurs in the field define new modes of
    expression within the medium. (Hideo Kojima
    (Metal Gear series) and Sid Meier
    (Civilization's) )
  • Is a game art?
  • Of course, gaming still resides in a distinctly
    lowbrow corner of contemporary culture, not yet
    deemed--or scrutinized as--an art form.

6
Games as High Art
  • Digital Games as High Art, Karin Bruns Ars
    Electronica 2004
  • www.aec.at/en/archives/festival_archive/festival_c
    atalogs/festival_artikel.asp?iProjectID12989
  • Is a game art?
  • What connects art and game playing?
  • Serious art and entertainment

7
Games as High Art
  • Digital Games as High Art, Karin Bruns Ars
    Electronica 2004
  • How artist approach to games?
  • Artistic games like Painstation by Volker Morawe
    and Tilman Reiff (2001) allude to this. In this
    context, they redesign the perceptive and
    receptive register of View, Gaze, Watch, Observe
    etc. that has already been built into the process
    of watching movies and TV. And in this schooling
    of the senses, other traditional skills of
    gameplaying like reaction speed, manual dexterity
    and bluffing ability survive as well.

8
PAINSTATION
  • Emotions, feelings www.painstation.de/new/whips.ht
    ml
  • What are emotions and feelings game players have
    when playing normal game?
  • aim gtgt pain
  • Boxing, wrestling
  • www.vam.ac.uk/vastatic/microsites/1376_touch_me/ex
    hibition_games.html

9
gt Elements of Computer Games
  • Rules
  • Graphics
  • Interface
  • Characters
  • Places - Arena
  • Sound and Music
  • Narratives
  • Technology
  • Players target audience
  • Social interpersonal issues

Virtual digital Fictional Real
Context Aesthetics Emotions, feelings
10
Art Shooter Game Developments
  • Taxonomy - from a design perspective - of Art
    Game Mods of a Shooter Game by Maia Engeli
    http//maia.enge.li/gamezone/taxonomy.html
  • strip (systematic abstraction and
    intensification) www.ljudmila.org/vuk/ascii/film/
    ,
  • shift (visual reformulations)
  • impose (superposition of cultural occurrences or
    social aspects)
  • recycle (citations of real world forms and
    locations
  • overload (superimpose the game mechanics with
    other processes)
  • spill (expand into the physical realm)
  • breakout (outside the digital realm)
  • abuse (neglect the shooting)

11
gt Elements of Computer Games
  • Rules
  • Graphics
  • Interface
  • Characters
  • Places - Arena
  • Sound and Music
  • Narratives
  • Technology
  • Players target audience
  • Social interpersonal issues

Virtual digital Fictional Real
Context Aesthetics Emotions, feelings
12
Mobile pervasive gaming
  • Pack Manhattan www.pacmanhattan.com/
  • Blast theory productions
  • Can You See Me Now? http//www.blasttheory.co.uk/b
    t/work_cysmn.html
  • Uncle Roy http//www.blasttheory.co.uk/bt/work_unc
    leroy.html
  • Cause and Effect - www.causeandeffect.tk/

13
gt Elements of Computer Games
  • Rules
  • Graphics
  • Interface
  • Characters
  • Places - Arena
  • Sound and Music
  • Narratives
  • Technology
  • Players target audience
  • Social interpersonal issues

Virtual digital Fictional Real
Context Aesthetics Emotions, feelings
14
Computer vision based games
  • Commercial
  • 1. Intel and Mattel Intel PlayTM Me2Cam
    virtual Game system
  • 2. Sony EyeToy camera for Sony Play Station.
  • QuiQui's Giant Bounce http//www.cs.uta.fi/kukakum
    ma/htmls_en/mitaih/frset.html
  • Ambient games from New media art that investigate
    body movement
  • Camille Utterback Romy Achituv project Text
    Rain www.camilleutterback.com/textrain.html
  • Shadow Story by Charles Forman www.setpixel.com/co
    ntent/?IDshadowstory
  • Messa di Voce An Audiovisual Performance
    Installation for Voice and Interactive Media by
    Golan Levin and Zach Lieberman 2003
    http//tmema.org/messa/messa.html.

15
Sound interaction in games
  • Amplitude xtra http//www.as-ci.net/asFFTXtra/
  • Responder 2001 http//www.tomigaya.shibuya.tokyo.j
    p/lilly/delphis01.html
  • DANCING KARAOKE CTHULHU http//denning.net/cthulhu
    /
  • The Well http//www.toxi.co.uk/thewell/

16
Performance, sculpture, movie
  • Brody
  • http//www.tmpspace.com/carmack.html
  • http//www.tmpspace.com/uw.html
  • http//www.tmpspace.com/worship.html
  • The game is not just a game anymore

17
Future of the Games
  1. New markets, new content for new audiences
  2. Technology
  3. Interfaces
  4. Places - mobile, pervasive, theatre...
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