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ISBN: 978-0-262-02907-0

10 9 8 7 6 5 4 3 2 1
Index

Note: the letter f following a page number denotes a figure.

Abe, Kaho, 115 Ars Electronica, 22


Adams, Matt, 82 Art gallery system, 32
Aesthetic criteria, 7 Artgame makers/artists, 15, 54–55
Aesthetics Artgame movement, 49, 115
Blast Theory’s, 83, 87 Artgames
games about discussing, 97 aesthetics, thick and thin, 77–78
participatory, 83 autobiographical, 55–63
synthetic, games as a medium challenge in, 51–53
of, 105–106, 110–115 function of, 12
of technology, 25 meaning in, 53–54
thick and thin, 77–82 metaphysical questions, explor-
Affordances, 4–8 ing, 49, 51, 55–58, 60, 62,
After Walker Evans (Levine), 35 63–68, 72–75
Aging, 55–58, 62, 78 as a mode of knowledge, 68–75
Ambiguity in design, 88–90 purpose of, 54–55
Anthropy, Anna (Auntie Pixel- Artifacts, 106
ante), 113–114, 114f Artist-audience interaction, 78–82
Appropriation, 23, 29–39 Artists’ games
Arcangel, Cory, 16, 23, 29–39, aesthetics in, 78–82, 105–106,
49, 78 110–115
Ars Doom (Kipcak and Urban), game-art intersection in the cre-
22–23, 22f ation of, 115
138 Index

Artists’ games (cont.) Braid (Number None, Inc.), 8,


literacy required for understand- 10–12, 11f, 55, 68–72, 70f, 78
ing, 109–110 Breakout (Atari), 92
as medium of play, 90–96 Bugs (errors in the game)
as postmodern craft, 97–104 painting with, 23–29
as speculative design, 82–90 video compilations of, 46–48
value as artworks, 110 Burgin, Victor, 105–106
“Art of Video Games, The” Buskirk, Martha, 107
(Smithsonian Museum of Art),
15 Cadavre exquis (Exquisite Corpse),
Ashmore, Myfanwy, 8, 19, 31, 78 43–44, 45f, 47, 81
Asteroids (Atari), 92 Cage, John, 40, 48
Atari, 37, 49, 50f, 91, 92 Campbell’s Soup Cans (Warhol),
Audience-artist interaction, 78–82 32, 33f, 35, 37
Audience engagement, 106 Candy Crush Saga, 105
Augmented Reality Game (ARG) Candy Land, 94
genre, 84–87 Career Moves (Flanagan), 92–95,
Authorship, of player with cre- 93f, 106
ator, 81–82 Change, games for, 110–112
Autobiography, videogames as, Cheats (videogame), 46–48
55–63 Chess, 7–8, 19–21, 115–116
Chutes and Ladders, 93
Balance of Power (Crawford), 63 Clarkson, Kelly, 29
Barr, Pippin, 115 Class prejudices, 102–103
Beat the Champ (Arcangel), 37–38, Cold War game, 63
38f, 78 Combine Paintings, 26, 27f
Beckett, Samuel, 14 Commerce, 32, 100–104
Best Amendment, The (Mollein- Communication, games explor-
dustria), 112–113, 112f, 116 ing, 60
Between (Rohrer), 60 Competition, 78–82, 107
Bishop, Claire, 83, 87 Complicity, games of, 63–68
Blast Theory, 16, 84–90 Conceptual affordances, 5–7, 64
Blow, Jonathan, 8, 10–12, 16, Conceptual art, 21, 32–35
68–75, 78 Contemplation theme, 1–4, 2f, 3f
Boardgames, 93, 94, 97–104 Contingent Object of Contemporary
Bourriaud, Nicolas, 14, 83, 87, 115 Art, The (Buskirk), 107
Index 139

Costikyan, Greg, 71, 81–82 Economic theory, 63


Craft of game making, 14 Engaging the player, 20–21, 92,
Cromwell’s invasion of Ireland 106–107, 109
(Síochán leat) (Romero), 64–66, Errors
65f correcting/forgiving, 10–11
Cross My Heart + Hope to Die (Pozzi painting with, 23–29
and Zimmerman), 97 video compilations of, 46–48
Cultural form Essen, Mark, 107–110
affordances of a, 5–8 Evans, Walker, 35
appropriation and reframing of, Everyday objects, reconceptualiz-
14, 29–30, 32–35 ing, 26–28
games as a, 7–8, 17, 19 Existential meditations, 12–14
Experiential affordances, 6–7
Dada, 21 Experiential hook, artgames, 51
Damisch, Hubert, 19, 115–116 Experiments in Art and Technol-
Death, 13, 55–58, 60, 62, 78 ogy (E.A.T.), 78–80
Decode Lab (Victoria and Albert Exquisite Corpse (cadavre exquis),
Museum), 88 43–44, 45f, 47, 81
Design of Everyday Things, The
(Norman), 4 Family
Dewey, John, 69, 70, 75 Gravitation (Rohrer), 58–60
Donkey Kong, 11 Marriage, The (Humble), 51–55
Doom, 22 Passage (Rohrer), 56–57
Doom II, 22 That Dragon, Cancer (Green and
Drawing, disconnecting the Larson), 63
viewer from the image, 43–45, Fast food industry, 110–112
47 Father-son relationships, 58–60, 63
Duchamp, Marcel, 14, 20, 21, Fez (Polytron Corporation), 60
115–116 Fine art world, commentary on,
Dunne, Anthony, 87 33
Dunne & Raby, 87–88 First and Last (Evans), 35
dys4ia (Auntie Pixelante), 113– First Landing Jump (Rauschen-
114, 114f, 116 berg), 26, 27f, 28
Flanagan, Mary, 16, 90–96, 105
Eco, Umberto, 91 Flatlands (Pozzi and Zimmerman),
Economics, 32, 100–104 97
140 Index

Fluxchess series (Saito), 20–21 as a cultural form, 7–8, 17, 19


Fluxus event scores, 81–82 legal legitimacy as speech, 15
Flywrench (Essen), 107–110, 108f as a medium for critical dis-
Ford, Tennessee Ernie, 99 course, 91, 94–95, 102–103,
Formal affordances, 5–7, 47–48, 64 106–107, 110–112
Foster, Hal, 107 negation and disruption of,
Fountain (Duchamp), 14, 21 40–48
4’33” (Cage), 40, 48 puzzles vs., 71
Franke, Herbert, 25 surrealist, 3, 43–44, 45f, 47
Fullerton, Tracy, 115 systemic nature of, 49–54, 95–96
use of term, 17
Gage, Zach, 115 Game technology, using to create
Gambling, 102 art, 23–29, 46–48
Game art Gender, games and, 54, 56–57,
aesthetics, thick and thin, 77–78 61–62, 92–95, 113–114
beginnings, 21–22 “Gender Bullshit” (dys4ia) (Auntie
central characteristic of, 14, 23 Pixelante), 113
chess as a trope of, 19–21 “Generational: Younger Than
games appropriated for, 29–39 Jesus, The” exhibition (New
game technology appropriated Museum), 107–110
for, 23–29, 46–48 George, Henry, 63
twenty-first-century marginal- [giant Joystick] (Flanagan), 116
ization, 115 Gibson, James, 4
Game artists, approach to games, Goody Bullet, The (Blast Theory),
7–8, 15 88–90, 89f, 105
Game design, patterns of, 95–96 Graver, William, 87
Game industry, approach to Gravitation (Rohrer), 58–60, 59f,
games, 14–15 62
Game industry tools, appro- Green, Ryan, 63
priation for artistic purposes, Guernica (Picasso), 66
23–29, 46–48 Gun control, 112–113
Game of Life, The, 93
Gameplay. See Play Hacking, to appropriate and re­
Games imagine, 31–32, 35–38
communities of practice, Heemskerk, Joan. See JODI (Heem-
approach to, 7–8, 15 skerk and Paesmans)
Index 141

Hogan’s Alley (NES), 32 Jagged Alliance (Romero), 63


Homage to New York (Tinguely), Jet Set Willy (Sinclair ZX Spec-
38, 39f trum), 40
Home invasion, 61–62 Jet Set Willy Variations ©1984
Homo Ludens (Huizinga), 99 (JODI), 40–42, 41f
“Hormonal Bullshit” (dys4ia) JODI (Heemskerk and Paesmans),
(Auntie Pixelante), 113 16, 23, 40–49
Hormone replacement therapy, Johnson, Philip, 110
113–114
Hospers, John, 77–78 Kanarek, Mimi, 80
“Hot Circuits: A Video Arcade” Kester, Grant, 83, 87
(Museum of the Moving King’s Quest, 71
Image), 15 Kipcak, Orhan, 22–23
House (Whiteread), 105 Kiss, The (Sehgal), 105
Huizinga, Johann, 99 Klüver, Billy, 78–80
Human tragedy, 63–68 Knowledge
Humble, Rod, 51–53 artgames as a mode of, 68–75
modes of, 69
“I Have No Words and I Must De- puzzles in acquiring, 71–75
sign” (Costikyan), 71 Knowledge systems generating
Illness, 63 play, 96, 109–110
Information systems, 94–95 Knowlton, Kenneth, 25
Inside a Star-Filled Sky (Rohrer), 60 Kopas, Merritt, 62–63
Institute of Contemporary Arts
(ICA), 84, 87 Labor, 64, 97–104, 110–112
Interaction Research Studio Landlord’s Game, The (Magie), 63
(Graver), 87 Language system, artgames as a,
Interactive art, 22–23, 22f 69
Interference (Pozzi and Zimmer- LaPierre, Wayne, 113
man), 97 Laposky, Ben, 25
ioq3aPaint (Oliver), 23–26, 24f, 28f Larson, Josh, 63
I Shot Andy Warhol (Arcangel), Laxton, Susan, 44
32–35, 34f Leisure time, 102–103
Isolation, games exploring, 60 Levine, Sherrie, 35, 39
“It Gets Better?” (dys4ia) (Auntie Lévi-Strauss, Claude, 94
Pixelante), 113 LeWitt, Sol, 21
142 Index

Lim (Kopas), 62–63 contemplation as theme, 1–4,


Liquor Chess (Fluxchess series) 2f, 3f
(Saito), 20–21 existential, 12–14
on the passage of time, 55–58,
“Machine Art” exhibition (John- 75
son) (Museum of Modern Art), Meditative pacing, 1–4
110 Medium, games as a
Magie, Elizabeth, 63 for critical discourse, 91, 94–95,
Mario Battle No. 1 (Super Mario 102–103, 106–107, 110–112
Trilogy) (Ashmore), 12–13, 13f for engagement, 107–109
Mario Doing Time (Super Mario Tril- Metaphysical questions, exploring
ogy) (Ashmore), 13 artgames, 49, 51
Mario Is Drowning (Super Mario ethics of the fast-food industry,
Trilogy) (Ashmore), 13–14 110–112
Marriage, 56–57 human tragedy, 63–68
Marriage, The (Humble), 51–55, one’s place in the world, 72–75
52f Mexican Kitchen Workers (Romero),
Masculine identity, 58–62 64
Materiality of games, 81–82 Migrant workers, 64
Max Payne Cheats Only 1 (JODI), “Mirror” (Shiomi), 81–82
46–48, 46f Missile Command (Atari), 92
Max Payne 2 (Remedy Entertain- Mistakes, correcting/forgiving,
ment), 46 10–11
McDonald’s Videogame, The (Mol- Mixed reality games, 84–87
leindustria), 110–112, 111f, Miyamoto, Shigeru, 8–10
116 Modernist graphic design, 54
McGee, Jim, 78–82, 79f Molleindustria (Pedercini), 110–
“Mechanic Is the Message” series 113, 116
(Romero), 64–68 Money and commerce, 32,
Media art, game art as, 21–23, 115 100–104
Media culture, commentary on, Monopoly, 93, 102–103
32, 35, 37 “Moves: Chess and Playing Cards
“Medical Bullshit” (dys4ia) (Aun- with the Museum” (exhibi-
tie Pixelante), 113 tion) (Museum Boijmans Van
Medicine, 63, 113 Beuningen), 19–20, 20f
Meditations
Index 143

Museum of the Moving Image, 1, Participatory art, player-creator,


2, 2f, 4, 15 83–87
Music, 40, 48 Passage (Rohrer), 55–58, 56f, 62, 78
Patterns of game design, 95–96
National Rifle Association, Pedercini, Paolo (Molleindustria),
112–113 110–113, 116
NBA 2K 12, 105 Performance
Night Journey (Viola) (Museum of artist-audience interaction, 78–82
the Moving Image), 1–4, 2f, audience participation in, 81–85
3f, 105 Photographs, appropriated and
“9 Evenings: Theater and Engi- reimagined, 35
neering” series, 78–80 Picasso, Pablo, 66
Nintendo Game-Cube, 37 [pile of secrets] (Flanagan), 95–96
Noll, Michael, 25 “Pit, The” (Braid) (Number None,
Norman, Donald, 4 Inc.), 70–71, 70f
Number None, Inc. See Blow, Play
Jonathan artgames, intention of, 54
as artistic medium, 90–96
Oliver, Julian, 16, 23–29, 49 as audience experience, 81–82
One Falls for Each of Us (Romero), domain of, 81
64, 66 extending the space of, 84–87
Online games, 84–87, 106, 116 knowledge systems generating,
Open Score (Rauschenberg and 96, 109–110
McGee), 78–82, 79f, 106 negation and disruption of,
Open Work, The (Eco), 91 40–48, 60
Operation, 93 as space of possibility, 106–107
Player, engaging the, 20–21, 92,
Paesmans, Dirk. See JODI (Heem- 106–107, 109
skerk and Paesmans) Player-creator relationship, 83–87
Painting Play experience
affordances of, 5–6 collaborative, 92
with errors in the game, 23–29 crafting, 82
repurposing everyday objects, entertaining, 8–10
26–28 participatory, 83–87
“Paragraphs on Conceptual Art” reflective, 1–2, 12, 56, 69, 96,
(LeWitt), 21 107
144 Index

Pollock, Jackson, 14, 24, 29 Re’Search Wait’S (Edit 1: Missing


Pong (Atari), 49–51, 50f, 116 Re’Search Corruption Budget)
Popular culture, commentary on, (Trecartin), 105
32–35, 37–38 Responsibility, 58–60
Postmodern craft, games as, 97–104 Rockwell, Norman, 62
Postproduction (Bourriaud), 83 Rohrer, Jason, 12, 16, 55–62
Postproduction art, 14 Role-play games, 63
Pozzi, Nathalie, 16, 97 Romanticism, 62
Primrose (Rohrer), 60 Romero, Brenda, 16, 55, 63–68
Process as product, 83–87 Row, Ju Farr, 82
Product design, 87–88 Run-time mechanics of a game,
Property rights, 61–62 95–96
Puzzles, 60, 71–75
Saito, Takako, 20–21
Quake 3 (game engine) (id Soft- Sandy Hook Elementary School
ware), 23–26 shooting, 113
Quaranta, Domenico, 26 Sehgal, Tino, 105
Self-fulfillment, 58–60
Raby, Fiona, 87 Senses, engaging the, 20–21
Race games, 93, 97 Serious games, 61
Race relations, 102–103 Serra, Richard, 107
Rauschenberg, Robert, 25–28, Shiomi, Mieko, 81–82
78–82 Shoot ’em up games, 60
Real estate, 61–63 Sid Meier’s Railroad Tycoon, 110
Reflective play experience, 1–2, “Since U Been Gone” (Clarkson),
12, 56, 69, 96, 107 29
Relational Aesthetics (Bourriaud), Since You Been Gone (Arcangel),
83, 115 29–30
Relationships Síochán leat (Romero), 64–66, 65f
audience-artist, 78–82 “Situational Aesthetics” (Burgin),
communication and isolation 105–106
in, 60 “Sixteen Tons” (Ford), 99
father-son, 58–60, 63 Sixteen Tons (Pozzi and Zimmer-
online games, 85–87 man), 97–104, 98f, 105, 116
player-creator, 84–87 Sleep Is Death (Geisterfahrer)
text-messaging games, 89f (Rohrer), 60
Index 145

Smell Chess (Fluxchess series) Super Mario Trilogy (Ashmore), 8,


(Saito), 20–21 12–14, 19, 78
SMS (text-messaging) games, Surrealist games, 3, 43–44, 45f,
88–90, 89f 47
Society, critical discourse through Systems, 49, 51, 54
games, 91, 94–95, 102–103, games as, 49–54, 96
106–107, 110–112
SOD (JODI), 42, 42f, 78 Tale of Tales, 115
Space, transforming through use, Tandavanitj, Nick, 82–83
97–104 Target-shooting videogames,
Space of possibility in the game, 32–35, 34f
7–8, 55, 60, 88–90, 92, 106– Technology
107, 115–116 for artistic purpose, 23–29,
Spacewar!, 116 46–48
Spectatorship, 78–82, 100–102 Experiments in Art and Technol-
Speculative design, games as, 82–90 ogy (E.A.T.), 78–80
Spelunky, 105 hacking to appropriate and
Spice Chess (Fluxchess series) re­imagine, 31–32, 35–38
(Saito), 20–21 online games, 84–87, 106, 116
Spirituality as theme, 1–4, 2f, 3f text-messaging games, 88–90
Starry Heavens (Pozzi and Zimmer- Tennis, 78–82
man), 97 Text-messaging games, 88–90, 89f
Stella, Frank, 80 That Dragon, Cancer (Green and
Stern, Eddo, 115 Larson), 63
Storytelling tools, 60 “Theory of Affordances, The”
Superbrothers: Sword & Sworcery (Gibson), 4
EP, 60 3D videogames, 42–48
Super Mario Battle No. 1 (Ash- Time, manipulation of, 10–11,
more), 31 55–58, 70–71, 75
Super Mario Bros. (Miyamoto), Tinguely, Jean, 38–39, 39f
8–10, 9f, 12, 32 Torqued Ellipses (Serra), 107
Super Mario Bros. 3 (NES), 29–30 Trail of Tears (One Falls for Each of
Super Mario Clouds (installation) Us) (Romero), 64, 66
(Arcangel), 31–32, 35–36, 36f Train (Romero), 64, 66–67, 67f
Super Mario Clouds (webpage) Trecartin, Ryan, 105
(Arcangel), 30–31, 35–36 Tycoon simulators, 110–111
146 Index

Uncle Roy All Around You (Blast Waiting for Godot (Beckett), 14
Theory), 84–87, 85f, 106, Warhol, Andy, 32, 33f, 35, 37, 39
116 WarioWare series (Nintendo), 113
Urban, Reini, 22–23 Weight Chess (Fluxchess series)
Use value of videogames, 40–42 (Saito), 20–21
Whiteread, Rachel, 105
VanDerBeek, Stan, 25 Whitney, John, Sr., 25
Various Self Playing Bowling Games Witness, The (Number None, Inc.),
(Arcangel), 38f 55, 68, 72–75, 72f, 73f
Videogames Wittgenstein, Ludwig, 69
appropriation and reframing of, Wizardry (Romero), 63
32–38 Wolfenstein 3D (id Software),
as autobiography, 55–63 42–43, 43f
entertaining play experience, Women, role of, 92–95, 106,
8–10 113–114
gameplay footage, appropriat- Working class, 64, 97–104,
ing, 95–96 110–112
meaning of, 53 Works of art, 105–106
reflective play experience, 12
removing playability through Zimmerman, Eric, 16, 97
graphical disruption, 40–43 Zoo Tycoon, 110
systemic nature of, 49–51 Zork, 71
text use of term, 17
transforming the anticipated
experience, 40–43, 46–48
use value of, 40–42
violence in, 32–35, 112–113
Viola, Bill, 1–4, 105
Violence in videogames, 32–35,
112–113
Visual art, game technology
manipulated to produce,
23–29, 46–48
Visual experience of games, dis-
rupting, 40–48, 60

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