Relacije umetnosti i video igara / Relations of Art and Video Games

Manojlo Maravić

Abstract


When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with practically each new commercial game, the aesthetic potential of audio-visual
performances and includes more complex narrations and characters/avatars. A number of artists take part in their creation: designers, composers and actors. Video games are a medium through which the fans of commercial games are trying to secure their position in the contemporary technologised culture.


Keywords


video games, art, artists, fans, politics, phenomenology, body, experience, aesthetics, interactivity

Full Text:

PDF

References


Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Bergen: University of Bergen, 1995.

Grau, Oliver. Virtuelna umetnost. Beograd: Clio, 2008.

Hammel, Michael. "Towards a Yet Newer Laocoon. Or, What We Can Learn from – Interacting with Computer Games." http://www.chart.ac.uk/chart2001/papers/hammel

Jenkins, Henry. “Games, The New Lively Art.” In Handbook of Computer Game Studies. Edited by Joost Raessens and Jeffrey Goldstein. Cambridge, London: The MIT Press, 2005.

Lowood, Henry. “High-Performance Play: The Making of Machinima.” In Video Games and Art. Edited by Grethe Mitchell and Andy Clarke. Bristol, UK: Intellect Books, 2007.

Lowood, Henry. “Impotence and Agency: Computer Games as a Post-9/11 Battlefi eld.” In Computer Games as a Sociocultural Phenomenon: Games Without Frontiers War Without Tears. Edited by Andreas Jahn-Sudmann and Ralf Stockmann. London: Palgrave Macmillan, 2008.

Martin, Brett. “Should Videogames be Viewed as Art?.” In Video Games and Art. Edited by Grethe Mitchell and Andy Clarke. Bristol, UK: Intellect Books, 2007.

Newman, James. Playing with Videogames. London, New York: Routledge, 2008.

Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore, London: The Johns Hopkins University Press, 2001.

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

https://wiki.brown.edu/confluence/display/MarkTribe/Mary+Flanagan

http://www.youtube.com/watch?v=AmFPURsKKh8

http://www.youtube.com/watch?v=HfOUhwhdUV

http://vimeo.com/6743011

http://www.youtube.com/watch?=JVHGy9XEF9I&feature=related

http://www.youtube.com/watch?v=9BAM9fgV-ts




DOI: http://dx.doi.org/10.25038/am.v0i1.12

Refbacks

  • There are currently no refbacks.


Copyright (c) 2017 AM Journal of Art and Media Studies

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

The content on this site is licensed under a Creative Commons Attribution 4.0 International License.

AM Journal of Art and Media Studies ISSN 2217-9666 - printed, ISSN 2406-1654 - online, UDK 7.01:316.774

Contact: amjournal@outlook.com

Publisher: Faculty of Media and Communications, Singidunum University, Belgrade, Serbia

Indexed in: ERIH PLUSEBSCODOAJ, and in The List of Scientific Journals Categorization of Ministry of Education, Science and Technological Development of Republic of Serbia (M24-2021). Beginning with No. 12 2017, AM is indexed, abstracted and covered in Clarivate Analytics service ESCI.