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Video games as art : ウィキペディア英語版
Video games as an art form

The concept of video games as a form of art is a controversial topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical proposition that video games are works of art remains in question, even when considering the contribution of expressive elements such as graphics, storytelling and music. Even art games, games purposely designed to be a work of creative expression, have been challenged as works of art by some critics.
==History==
The earliest institutional consideration of the video game as an art form came in the late 1980s when art museums began retrospective displays of then outdated first and second generation games. In exhibitions such as the Museum of the Moving Image's 1989 "Hot Circuits: A Video Arcade", video games were showcased as preformed works whose quality as art came from the intent of the curator to display them as art.〔Stalker, Phillipa Jane. ''(Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games )''. University of the Witwatersrand, Johannesburg. 2005.〕 Further explorations of this theme were set up in the late 1990s and early 2000s with exhibitions like the Walker Art Center's "Beyond Interface" (1998),〔Holmes, Tiffany. ''(Art games and Breakout: New media meets the American arcade )''. Computer Games and Digital Cultures conference (Tampere, Finland); Art Gallery, Siggraph 2002. August 2002.〕 the online "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999),〔Pratt, Charles J. ''(The Art History... Of Games? Games As Art May Be A Lost Cause )''. Gamasutra. 8 February 2010.〕 the UCI Beall Centre's "Shift-Ctrl" (2000),〔 and a number of shows in 2001.〔
Despite the museum and art worlds' tentative overtures, however, questions about whether video games could be regarded as expressive media at this point were typically answered in the negative. American courts had first begun examining the question of whether video games were entitled to constitutional guarantees of free speech as under the first amendment, as early as March 1982 in the case of ''America's Best Family Showplace Corp. v. City of New York, Dept. of Bldgs.''.〔''America's Best Family Showplace Corp. v. City of New York, Dept. of Bldgs.'', 536 F.Supp. 170, D.C.N.Y., 1982.〕 In a brace of similarly decided lawsuits in 1982 and 1983, precedent began to be established for finding that video games were no more expressive than pinball, chess, board- or card-games, or organized sports. This began to change in 2000 as some courts began to make rulings in distinction and carving out narrow exceptions for some ''elements'' of video games.〔''American Amusement Mach. Ass'n v. Kendrick'', 115 F.Supp.2d 943 (S.D.Ind.2000).〕 By April 2002, however, controversy over the topic was still a legal reality as Judge Stephen N. Limbaugh, Sr., upon reviewing gameplay from "'The Resident of Evil Creek', 'Mortal Combat', 'DOOM,' and 'Fear Effect'" ruled in ''Interactive Digital Software Association v. St. Louis County'' that "just like Bingo, the Court fails to see how video games express ideas, impressions, feelings, or information unrelated to the game itself."〔''Interactive Digital Software Ass'n v. St. Louis County, Mo.'', 200 F.Supp.2d 1126, E.D.Mo.,2002.〕〔Wagner, James. "(Playing games with free speech )". ''Salon''. 6 May 2002.〕
The concept of the video game as a Duchamp-style readymade or as "found art" resonated with early developers of the art game. In her 2003 Digital Arts and Culture paper, "Arcade Classics Span Art? Current Trends in the Art Game Genre", professor Tiffany Holmes noted that a significant emerging trend within the digital art community was the development of playable video game pieces referencing or paying homage to earlier classic works like ''Breakout'', ''Asteroids'', ''Pac-Man'', and ''Burgertime''.〔Holmes, Tiffany. ''(Arcade Classics Span Art? Current Trends in the Art Game Genre )''. Melbourne DAC 2003. 2003.〕 In modifying the code of simplistic early games or by creating art mods for more complex games like ''Quake'', the art game genre emerged from the intersection of commercial games and contemporary digital art〔
At the 2010 Art History of Games conference in Atlanta, Georgia, professor Celia Pearce further noted that alongside Duchamp's art productions, the Fluxus movement of the 1960s, and most immediately the New Games Movement had paved the way for more modern "art games". Works such as Lantz' ''Pac Manhattan'', according to Pearce, have become something like performance art pieces.〔 Most recently, a strong overlap has developed between art games and indie games. This meeting of the art game movement and the indie game movement is important according to Professor Pearce, insofar as it brings art games to more eyes and allows for greater potential to explore in indie games.〔
In March 2006, the French Minister of Culture first characterized video games as cultural goods and as "a form of artistic expression," granting the industry a tax subsidy〔Crampton, Thomas. ''(For France, Video Games Are as Artful as Cinema )''. New York Times. 2 November 2006.〕 and inducting two French game designers (Michel Ancel, Frédérick Raynal) and one Japanese game designer (Shigeru Miyamoto) into the Ordre des Arts et des Lettres. In May 2011, the United States National Endowment for the Arts, in accepting grants for art projects for 2012, expanded the allowable projects to include "interactive games", furthering the recognition of video games as an art form. Similarly, the United States Supreme Court ruled that video games were protected speech like other forms of art in the June 2011 decision for ''Brown v. Entertainment Merchants Association''.
The lines between video games and art become blurred when exhibitions fit the labels of both game and interactive art. The Smithsonian American Art Museum held an exhibit in 2012, entitled "The Art of Video Games", which was designed to demonstrate the artistic nature of video games, including the impact of older works and the subsequent influence of video games on creative culture.〔(【引用サイトリンク】 Exhibitions: The Art of Video Games )〕 The Smithsonian later added ''Flower'' and ''Halo 2600'', games from this collection, as permanent exhibits within the museum. Similarly, the Museum of Modern Art in New York City has aimed to collect forty historically important video games in their original format to exhibit, showcasing video game interaction design as part of a broader effort to "celebrate gaming as an artistic medium". The annual "Into the Pixel" art exhibit held at the time of the Electronic Entertainment Expo highlights video game art selected by a panel of both video game and art industry professionals.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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