Digital Interfaces for Composing Artworks (by genre and for new genres)
Creative participatory behavior in a programmed world
by Stephen Bell
This is a link to a 10.4 Mb .pdf version of my thesis: Participatory Art and Computers.
In the original 1991 edition, submitted for my PhD examination, the diagrams were on facing pages. In this version they are included in the text, which has led to a change in page numbering.
When submitted, the thesis had an accompanying vhs video appendix which has now been converted to a number of clips uploaded to http://vimeo.com/stephenbell
I would appreciate feedback and comments from readers. email sbell@bournemouth.ac.uk
This research was initiated to determine the essential characteristics of participatory works of art that use computer... more
This research was initiated to determine the essential characteristics of participatory works of art that use computer technology.
Through comparing ideas and practices which emerged during the practical development of a participatory work called Smallworld with those reported by makers and critics of existing works a need was identified for a general system of analysis of these works which can be remembered easily and applied in their critical evaluation and realization.
The thesis proposes a system of analysis in which the principle characteristics are considered to be those which contribute to the degree and manner of control afforded to participants.
The system can be applied in the composition of works as well as in their analysis: it is demonstrated that the characteristics identified can be composed and that works can be considered to be compositions of changing degree and manner of control.
The system proposed is intended to serve as a paradigm for the development of further systems to analyse such works and to contribute to the evolution of a language with which to discuss them.
Although the thesis addresses a special class of the use of interactive computer technology it is intended to contribute to the broader discussion of the use of computer technology in participatory situations.
Mechanic/Aesthetic Videogame Genres: Adventure and Adventure
NOTES BEFORE READING.
Not all games are genre games. A term that refers to a group of games does not necessarily make a genre – a "facebook game," for instance, is only a term that can be used to imply that the particular game is played on Facebook. This approach is not a comprehensive theory of videogame genres. It examines videogames from a limited aesthetic point of view to employ the concept of genre into a tool for understanding the aesthetic evolution of videogame art. Eventually, the goal of this paper comes close to how Grant Tavinor (Art of Videogames, 2009) describes his nominalist definition of video games: to "allow us to understand something very important about games, that is their continuity with other cultural forms." There is more than one approach to videogame genres. This is one of them.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without... more
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee.
MindTrek’11, September 28-30, 2011, Tampere, Finland. Copyright 2011 ACM 978-1-4503-0816-8/11/09....$10.00.
