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

dc.contributor.authorStalker, Phillipa Jane
dc.date.accessioned2006-11-15T13:46:12Z
dc.date.available2006-11-15T13:46:12Z
dc.date.issued2006-11-15T13:46:12Z
dc.descriptionStudent Number : 9903601A - MAFA research report - School of Arts - Faculty of Humanitiesen
dc.description.abstractThis essay will explore the existing definitions of art games that are currently being used in the art game/art mod genre. It will identify the leading theorists within the field, and take into account their definitions whilst at the same time establishing a set of categories within which can be defined the dominant trends in the development of the field. It will also situate art games within an historical context, both within the commercial computer game field as well as the digital art field and attempt to establish some sort of timeline within which we can see the development and emergence of art games in relation to these two disciplines. Two examples of art games, both from different categories will be examined and critiqued in the context of Artistic Computer Game Modification – A 3D game called Escape From Woomera and an art mod or patch called SOD. The art game as an entity will be examined in relation to ideas of the ‘interactive’ and ‘play’, and the implications and potential for fine art practice will be investigated.en
dc.format.extent7805 bytes
dc.format.extent711034 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.identifier.urihttp://hdl.handle.net/10539/1749
dc.language.isoenen
dc.subjectgamesen
dc.subjectarten
dc.subjectcomputer gamesen
dc.subjectart gamesen
dc.subjectmodsen
dc.subjectnew mediaen
dc.titleGaming 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 gamesen
dc.typeThesisen
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