I like games.
I like design.
When I found out there was a Grassroots Games Conference
here in Philadelphia, and, as part of that conference, there was a Games as Art
track, I was intrigued. I think the majority of those in attendance were
developers; I was surprised to find out that the very first presenter was an
artist. “Labs, Galleries and Arcades: Making Space(s) for Art/Games” was the
name of this presentation. The presenter was Sarah Brin, Creative Director of
GlitchLab LA, an arts organization dedicated to experiments in participatory
new media, and co-founder of PEG-LA, a playtest group for games in public
spaces. She talked about games as ‘experiences’ and ‘social culture’ and spoke
of the shared nostalgia among those who grew up playing various types of games.
Her ideas about and examples of participatory new media are inspiring: arcade
cabinets and games brought into the gallery spaces, encouraging reciprocity
between art and viewers. Those same games, brought into parties and other
social spaces, sought to challenge ideas about what art is and where it
belongs. The next event was a rather informal panel—“Games and Gamification as
Art Practice”—that set out to explore the methods and processes extending
creative work into game environments. The panelists came from a variety of
backgrounds such as painting, illustration, and graphic design, and all made
art clearly inspired by games while tackling a variety of societal concerns
such as urban blight. Of course, there were some works
inspired by various internet and pop culture memes. Styles ranged from those
found in hyper realistic next gen games like those for the PlayStation 3 and
Xbox 360 to heavily pixelated works reminiscent of 8-bit games like those for
the Atari 2600 and Nintendo Entertainment Systems.
I began to imagine my own art in a different framework, one
with an element of participation and engagement, maybe even play. I thought of
the roleplaying game, in which players are immersed in an environment and are
tasked with playing through a story. I like the idea of a kind of reciprocity
between image, artist, and viewer. At any rate, it is something I am going to
think more about, with the goal of possibly incorporating it into my work.
The final event was a panel presentation exploring the
intersection of art and video games including Alyce Myatt, Director for Media
Arts at the National Endowment for the Arts; Georgina Goodlander, coordinator
for The Art of Video Games exhibition at the Smithsonian Museum of American
Art; Sarah Brin, Creative Director of GlitchLab LA, an arts organization
dedicated to experiments in participatory new media, and co-founder of PEG-LA,
a playtest group for games in public spaces; and James Swirsky & Lisanne
Pajot, the filmmakers behind the award-winning documentary, Indie Game: The
Movie. To say I was shocked that a major museum like the Smithsonian even cared
enough about video games to have an exhibition made up of them is an understatement.
Ms. Goodlander did not hesitate to emphasize that this exhibit was not made up
of ‘art’ or ‘indie’ games, but of familiar, mainstream titles. She talked about
the preservation of games and consoles as part of the museum’s permanent
collection, and how the recent funding from the NEA to games and game-related
projects helped her justify such an exhibit to those who run the Smithsonian.
The panelists also discussed topics like the place of video games in art
history.
Apparently, the NEA is just beginning to provide funding for
games and game-related projects. Ms. Myatt briefly discussed this round of
projects. She seemed excited and hopeful for the future of this particular
branch of media arts.
I think I am too.
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