{"title":"A curiously short history of game art","authors":"John Sharp","doi":"10.1145/2282338.2282348","DOIUrl":null,"url":null,"abstract":"Starting in the late mid-1990s, a group of artists in Europe, Australia and the United States began exploring the use of videogame technologies and cultural tropes to create Game Art, or more clearly stated, art made from videogames. Works like Bernstrup and Torsson's 1995 Museum Meltdown, JODI's 1999 SOD and Arcangel's 2002 Super Mario Clouds pushed on the conventions of both what constituted a videogame play experience and what was expected from a computer-based work of art. Fast-forward roughly fifteen years, and the phenomenon is largely over. This paper will explore the short history of Game Art and consider reasons for its short life and relative lack of critical success.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"91 1","pages":"26-32"},"PeriodicalIF":0.0000,"publicationDate":"2012-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2282338.2282348","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
Starting in the late mid-1990s, a group of artists in Europe, Australia and the United States began exploring the use of videogame technologies and cultural tropes to create Game Art, or more clearly stated, art made from videogames. Works like Bernstrup and Torsson's 1995 Museum Meltdown, JODI's 1999 SOD and Arcangel's 2002 Super Mario Clouds pushed on the conventions of both what constituted a videogame play experience and what was expected from a computer-based work of art. Fast-forward roughly fifteen years, and the phenomenon is largely over. This paper will explore the short history of Game Art and consider reasons for its short life and relative lack of critical success.