This course investigates the complex relationship between the Artworld and video games. It examines a variety of artistic interventions employing game-based digital technology as their common denominator, including the use of patched or modified video games or the repurposing of existing games and/or game mechanics. "GameScenes. Art in the Age of Videogames" also looks as videogame influences and remediations on painting, sculpture, street and graffiti art, performance, visual culture, and sampling. During the course of the semester we will critique art games, machinima, in-game interventions and performances, site-specific installations, site-relative mods, and generative art. Course topics include sexual and political representation in commercial vs. fringe gaming, issues of gender & self expression in digital environments, and game art criticism.
This course investigates the complex relationship between the Artworld and video games. It examines a variety of artistic interventions employing game-based digital technology as their common denominator, including the use of patched or modified video games or the repurposing of existing games and/or game mechanics. "GameScenes. Art in the Age of Videogames" also looks as videogame influences and remediations on painting, sculpture, street and graffiti art, performance, visual culture, and sampling. During the course of the semester we will critique art games, machinima, in-game interventions and performances, site-specific installations, site-relative mods, and generative art. Course topics include sexual and political representation in commercial vs. fringe gaming, issues of gender & self expression in digital environments, and game art criticism.