Video Game Platforms for Artwork--using them for art not just gaming and for gaming new styles of artwork
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Seen by:Puzzle Art in Story Worlds: Experience, Expression and Evaluation
Presented at The Philosophy of Computer Games Conference, Madrid 2012.
This paper discusses the aesthetic value of a specific video game challenge, the fiction puzzle, though cases such as... more This paper discusses the aesthetic value of a specific video game challenge, the fiction puzzle, though cases such as L.A. Noire, Grim Fandango and Leisure Suit Larry. The discussion is carried out through John Dewey's pragmatist aesthetics.
Examining video game immersion as a flow state
Based on a suggestion by, and completed under the guidance of, Professor John Mitterer.
Submitted as a fourth year honours Psychology thesis in 2000.
Conclusion:
The best video games are microworlds, which present the learner with the simplest case... more
Conclusion:
The best video games are microworlds, which present the learner with the simplest case scenarios, yet offer increasingly complex situations based on these rules. Regardless of the
comparative perceptual caveats of other media, the video game provides many opportunities simply via it’s interactive nature for future growth in the depth of experiences we can explore (with fault tolerance). Ideally, a self-aware game, which counters the players actions through a flow type mechanism, could facilitate a game world with more valuable experiences than Faster Pussycat, Kill, Kill. The video game has the capability to take our present one way television absorption, and replace it with a conversation with whomever (or whatever) we choose. On the hypothetical grounds that there is a correlation between absorption (enjoyment) of a story and personal involvement, the video game stands to break new ground in human fictional experience.
The Aesthetics of Early Adventure Games: A Reflection of Film History
This paper examines the artistic potential of videogames by concerning the early aesthetics of a genre generally referred to as adventure games. The main argument is that the development of adventure game aesthetics correlates with the aesthetic development of film. The argument will rest on two technical turning points that took place within the initial stages of videogame and film industries: the use of voice as a sonic and the use of color as a visual component. Whereas in the history of cinema those technical improvements represent the shift from silent film to film with sound and color, for adventure games they meant text-based interactive fiction stepping aside for graphic adventures with voice-acted characters. The paper will focus on examining the corresponding impacts that this technical development had on their methods of artistic expression.
The International Journal of the Arts in Society Volume 6, Issue 2, 2011, pp. 31-38,
© Common Ground, Veli-Matti Karhulahti, All Rights Reserved, Permissions: cg-support@commongroundpublishing.com
All rights reserved. Apart from fair dealing for the purposes of study, research, criticism or review as permitted under the applicable copyright legislation, no part of this work may be reproduced by any process without written permission from the publisher. For permissions and other inquiries, please contact <cg-support@commongroundpublishing.com>.
Mine, Yours and Ours - How narrative structures may influence User Generated Content
Published at McLuhan Galaxy 2011 annals.
This article investigates the existence of different kinds of User
Generated Content (UGC) and the connection... more
This article investigates the existence of different kinds of User
Generated Content (UGC) and the connection between UGC and some narrative structures of the media product itself. The corpus of the analysis is constituted by videogames and the UGC related to them, in particular Halo and Metroid series and illustrates how small differences in, for instance, character presentation may influence both player’s understanding of the character itself and the kind of production is mainly created in the subject.

