Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.
Videogames and Art details specialized areas of the subject such as machinima and games console artwork and includes a series of individual interviews with both established and emerging videogame artists. In addition to the aesthetic design and production of this area of digital art, contributors examine works of politically orientated videogame art which depict a critical engagement with the social or cultural issues of their time.
Following this review of the genre’s artistic elements, the book diverts into a broader critical appraisal of the commercial games industry, posing several polemical pieces upon the present quality and originality of video games in general. The book provides a thorough yet accessible introduction to those interested and involved in the academic study of videogame art.
Chapter titles
Part One: Overviews, Chapter 1: 'From Appropriation to Approximation' - Page 25
Axel Stockburger
Chapter 2: 'Meltdown' - Page 38
Rebecca Cannon
Chapter 3: 'Videogames as Literary Devices' - Page 54
Jim Andrews
Chapter 4: 'High-Performance Play: The Making of Machinima' - Page 59
Henry Lowood
Chapter 5: '"Cracking the Maze" Curator's Note' - Page 80
Anne-Marie Schleiner
Part Two: Artists on Art, Chapter 6: 'An Interview with Brody Condon' - Page 85
Andy Clarke
Chapter 7: 'In Conversation Fall 2003: An Interview with Joseph DeLappe' - Page 94
Jon Winet
Chapter 8: 'The Idea of Doing Nothing: An Interview with Tobias Bernstrup' - Page 107
Francis Hunger
Chapter 9: 'The Isometric Museum: The SimGallery Online Project. An Interview with Curators Katherine Isbister and Rainey Straus' - Page 116
Jane Pinckard
Chapter 10: 'The Evolution of a GBA Artist' - Page 127
Paul Catanese
Chapter 11: 'From Fictional Videogame Stills to Time Travelling with Rosalind Brodsky 1991-2005' - Page 130
Suzanne Treister
Chapter 12: 'Virtual Retrofit (or What Makes Computer Gaming so Damn Racy?)' - Page 144
M. A. Greenstein
Chapter 13: 'Perspective Engines: An Interview with JODI' - Page 152
Francis Hunger
Chapter 14: 'Independent Game Development: Two Views from Australia' - Page 160
Melanie Swalwell
Chapter 15: 'Medieval Unreality: Initiating an Artistic Discourse on Albania's Blood Feud by Editing a First-Person Shooter Game' - Page 181
Nina Czegledy and Maia Engeli
Part Three: Games and Other Art Forms, Chapter 16: 'Should Videogames be Viewed as Art?'
Brett Martin
Chapter 17: 'Some Notes on Aesthetics in Japanese Videogames' - Page 211
William Huber
Chapter 18: 'The Computer as a Dollhouse (excerpts)' - Page 219
Tobey Crockett
Chapter 19: 'Networking Power: Videogame Structure from Concept Art' - Page 226
Laurie Taylor
Chapter 20: 'Fan-Art as a Function of Agency in Oddworld Fan-Culture' - Page 238
Gareth Schott and Andrew Burn
Chapter 21:' Will Computer Games Ever be a Legitimate Art Form?' - Page 255
Ernest W. Adams