{"title":"游戏艺术的历史很短","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":"{\"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}","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
摘要
从20世纪90年代末开始,一群来自欧洲、澳大利亚和美国的艺术家开始探索使用电子游戏技术和文化隐喻来创造游戏艺术,或者更明确地说,由电子游戏制作的艺术。诸如Bernstrup和Torsson 1995年的《Museum Meltdown》,JODI 1999年的《SOD》以及Arcangel 2002年的《Super Mario Clouds》等作品推动了电子游戏体验的构成以及基于计算机的艺术作品的期望。快进大约15年,这种现象基本上结束了。本文将探讨游戏艺术的短暂历史,并考虑其短暂生命和相对缺乏关键成功的原因。
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.