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generally but not exclusively explores social or political issues through the medium of video games." She proposed two different categorical schemes to further subdivide the genre by theme and by type. Subdividing by theme, Stalker defined "aesthetic art games" to include "games that deal with using the game medium to express an artistic purpose," and she defined "political" or "agenda-based art games" as art games that "have some sort of ulterior motive other than aesthetics" and whose basis is in "using the medium of the computer games to bring an issue to the public's, or at least the art world's, attention in order to attract support and understanding for a cause." Subdividing by type, Stalker identified the "
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story in a novel manner." The paper stated that an art game must contain at least two of the following: " a defined way to win or experience success in a mental challenge, passage through a series of levels (that may or may not be hierarchical), a central character or icon that represents the player." This definition was narrowed by
Rebecca Cannon in an October 2003 paper where she highlighted the competitive, goal-oriented nature of the genre in defining art games as "compris an entire, (to some degree) playable game... Art games are always interactive—and that interactivity is based on the needs of competing Art games explore the game
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1077:(or goals) are frequently emphasized. Because art games are games and because games are interactive, definitions for the art game tend to require interactivity whereas video game art can be either interactive or non-interactive. Beyond this, the questions of whether competition, rules, and goals are intrinsic to games and to what extent "play" is even definable in the context of an art game raise thorny problems for critics who compare a game like chess to a game like
1410:. Typically produced on a smaller budget and with less technical (coding) knowledge than art games emerging from the game scene itself, "artist games" are often more explicit in terms of their artistic ambitions and commonly occupy "the grey area between modification and original game" because they are frequently based on classic arcade titles from the 1980s. Early examples of this kind of game include Thompson and Craighead's
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overbearingly focused on the linguistic model," a communicative medium that involves the concrete action of the participants rather than abstracts such as language. This holds significant implications for an artistic medium, as it facilitates communication of meaning through increasingly more empathetic and concrete means. Unlike other media, players of games must expend not only time but
1199:'s art productions, procedurality has taken a central position in certain forms of art. The artistically motivated imposition of strict rules of creation for an art piece (in this case the restriction by the author to the format or medium of the video game) brought video games and art into a collision resulting in the first true art games. Although early game-like programs such as
866:", and "3D real-time game" (an art game that displays all the characteristics of a complete level-based commercial game, both on the programming and commercial side). The identification of art mods and machinima as forms of the art game conflicts with Cannon's definition of the art mod that highlights the non-interactive and non-competitive nature of these forms of media.
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812:") gaming when modifications have been made to existing non-art games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "
1488:. These debates have in turn led to the retrospective determination of numerous older commercial video games (prior to the use of the term "art game") as art games. As indie art games have seen a dramatic rise in production in the late 2000s (especially from 2008 and onwards), indie game developers like
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and art games) saw a rise in production. This in turn led to recognition of the game as a vehicle for ideas instead of simply an entertaining diversion. The term "art game" was first used in the scholarly setting by
Professor Tiffany Holmes in her 2002 paper, "Art games and Breakout: New media meets
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is not alone determinative of the question of whether the work is an art game or an art mod. Some modifications are "art games" despite being mods according to her definition. In addressing the potential for confusion on this point, she has stated that at the most basic level, "art games explore the
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The idea of a distinction between art games and artistic modifications to existing games is one that several commentators including
Rebecca Cannon and Matteo Bittanti have found useful in further discussing the related topics. Using Tiffany Holmes' original definition of the "art game" as a starting
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as well as the original creator. This distinction also brings into focus the concept of "serious play." Graham and
Elizabeth Coulter-Smith of Southampton Solent University and The University of Northampton respectively, define serious play as "a mode of communication that is not instrumental and not
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Conference, "Arcade
Classics Span Art? Current Trends in the Art Game Genre". Holmes defined the art game as "an interactive work, usually humorous, by a visual artist that does one or more of the following: challenges cultural stereotypes, offers meaningful social or historical critique, or tells a
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primarily as a new mode for structuring narrative, cultural critique." In a 2015 article, Colombian video game theorist Carlos DĂaz placed importance on the "reflection experience" as an integral aspect of the art game. This experience can pertain to a variety of cultural avenues, but it transcends
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Discussions over the commercial viability of art games have led to speculation concerning the potential for the commercial video game industry to fund the development of "prestige games" (games that are unlikely to be commercially successful but whose artistic vision marks them as important to the
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Other art theorists including Pippa
Tshabalala have rejected this narrow definition of the "art game" and have instead adopted a broad definition under the theory that the concept of the game is not limited to systems where the author has created rules and goals, but that games emerge whenever the
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opened an online exhibit "The
Aesthetics of Gameplay" in March 2014, featuring 45 independently developed games selected via a nomination process, where the mechanics of gameplay are, in part, tied to the visuals and audio of the game. Greg Garvey, the curator of this exhibit, compared this to the
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as part of the definition of the art game to distinguish it from video game art. An example of such a definition is offered by
Professor John Sharp: "Artgames are games in the formal sense of maintaining the experiential and formal characteristics of videogames—rules, game mechanics, goals,
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in the nascent industry. Consequently, publishers are generally unwilling to take on commercially risky high-concept games the same way that major film studios (who often have arthouse divisions) might for art films that could enhance their prestige. The need for adequate funding to produce high
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The use of mods within art games became one of the primary tools for art game creators who designed games with a message, such as the addition of female characters to a traditionally male-centric game, or to force the audience to re-examine a familiar work in a different light. Consequently, the
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with first-person shooter elements, but it could also be considered to have elements consistent with art games—it implements moral player choices for the sole purpose of provoking emotion or thought in the player. There are several recent instances of video games that similarly involve the
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artists of the 1920s. Others have drawn still broader connections to literary games invented by the author for the reader in 19th and 20th century literature. By treating the game as a topic of artistic utility, these earlier art movements legitimized the concept of the game as an artistically
1066:—in the form of problem-solving or the application of timed reflexes. This participatory element demonstrates that adding effort as an element in an art work results in a higher degree of emotional investment, and therefore a higher potential impact of artistic intent on the participant.
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by definition "always modify or reuse an existing computer game but only rarely include a reward system, and if so, only when of thematic relevance." Likewise, whereas interactivity and playability are defining characteristics of the art game, they are often of no consequence for the art mod.
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Games like these aren't necessarily created or marketed under the classification of "art game", but are still created for artistic purposes that transcend their respective structures. The potentials and limitations of the medium are increasingly discovered as the video game industry develops,
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graphics with academic or theoretical content, and that creatively subverts the format of an arcade classic to support a conceptual creative agenda). In 2005, art theorist Pippa
Tshabalala née Stalker broadly defined the art game as "a video game, normally PC as opposed to console based, that
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Within the topic of the art game, further subdivisions have been proposed. In her 2003 paper, Holmes identified two common art game types as the "feminist art game" (an art game that generates thinking about gender and typecasting), and the "retro-styled art game" (an art game that juxtaposes
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gaming. This kind of reaction has in turn caused some game developers to reject the use of the term to describe their games , instead using terms like "not-game", "un-game", or simply refusing to accept any categorical label for their work. Some common criticisms of the term include:
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have corresponding significance to art games. This is true both in terms of the level of technological advancement that make up the substance of art games as well as by providing cultural touchstones (such as the classic arcade games and blockbuster titles from the 1990s like
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by the party offering the piece for consideration. They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design. The concept has been extended by some art theorists to the realm of modified
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Beall Centre's "Shift-Ctrl" (2000), and several others in 2001 were among the first wave of video game exhibitions that popularized the concept. This expanded to exhibitions heavily featuring or exclusive to art game content in the early 2000s with shows like
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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.
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production and art game releases, discussions of these topics are often closely interleaved. This has led to the drawing of a number of critical distinctions between the "art game" and the various kinds of "game art".
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game format primarily as a new mode for structuring narrative and/or cultural critique, whilst art mods employ game media attributes for extensive artistic expressions." Thus, whereas art games explore the game
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quality art games has been recognized by art game creators like Florent Deloison and Mark Essen, who in 2011 joined designer game firms where individualized art games can be commissioned as luxury items by
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A view that the term "art game" is over-broad and that it is incorrectly used synonymously with "indie game" thereby improperly co-opting the concept of innovation when innovation itself is not art.
1270:'s "Hot Circuits: A Video Arcade" (1989). However, just as with the production of art games, the practice became much more common during the late 1990s and early 2000s. Exhibitions like the
1402:) that art games may use referentially or as the subject of an homage. Art games of this kind have been defined by theorists as "artist games"—art games created by non-developer
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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
1012:. Though a building/game can be aesthetically pleasing, an art game/sculpture is using its very structure to produce some kind of reaction." This same comparison has been used by
1057:-oriented. Thus the "game" portion of "game art" is merely the means to an artistic end. This has been expanded by some commentators to include the artistic intention of the
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Pfeiffer, Alice. "Playing around with real life; Firm hopes to find niche with video games based on customers' histories." International Herald Tribune. 22 November 2011.
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where the work attempts to encompass other art forms, though as Garvey comments, the "merger of interaction with the aesthetics" drives these games beyond this concept.
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The idea that the term "art game" implies an exclusive claim to artistry within the medium of the video game and that art games are therefore superior to other forms.
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Conference. Further refinements to the definition were made by theorist Rebecca Cannon in her late 2003 paper, "Introduction to Artistic Computer Game Modification."
862:", the "physical manifestation art game" (the player is involved physically in the game, often experiencing physical consequences, such as pain, for their actions), "
2840:. Georgia Institute of Technology. Proceedings of the International Conference on the Foundations of Digital Games. pp. 26–32. 29 May – 1 June 2012.
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can be seen to employ traditional (non-art) games as the canvas or artistic medium whereas art games employ the formal qualities of the game as the artistic medium.
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927:) and further definitions have emerged from both the art world and the video game world that draw a clear distinction between the "art game" and its predecessor, "
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therefore resulting in the recent popularity of art game elements. If nothing else, the genre can be seen as a means to push the medium to its conceptual limit.
1212:(1970) were foundational to later art games, Pearce identifies the earliest true art games as originating in a small wave in the early 1980s with games such as
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In drawing a distinction between games with artistic imagery and art games, commentators have compared the art to sculpture and have emphasized the concept of
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concept. She argues that the art mod is an example of this pseudo-vandalism involving subversion and reflection within the cultural context of video games.
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and the Australian SelectParks soon began production of art games in the studio setting, repurposing older games through the use of interactive art mods.
1274:'s "Beyond Interface" (1998), the online "Synreal" (1998) and "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999), shift e.V.'s "RELOAD" (1999), the
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Devine, Theresa Claire (2014). "Games as Art and Kant's Moral Dilemma: What can Ethical Theory Reveal about the Role of the Game Designer as Artist?".
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The art game genre has emerged most directly from the intersection of commercial culture (specifically commercial video games) and contemporary
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development of the medium). These considerations are generally regarded as premature, as the concept of "prestige" hasn't yet taken hold for
943:(irrespective of artistic intent), the essential position that art games take in relation to video games is analogous with the position that
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point, Cannon emphasized that whereas art games "always comprise an entire, (to some degree) playable game" and may be made from scratch,
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1053:) is that art games are intended as artistic creations from the outset whereas traditional games are often commercially motivated and
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to its application. Critics have noted that the term turns away a certain segment of the gamer population who reject the notion that
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Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003.
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the American arcade". Holmes presented this paper at the Computer Games and Digital Cultures conference in Tampere, Finland, and at
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early history of art games is intimately connected to the history of commercial video games and the establishment of video gaming
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The idea that works today labeled as "art games" lack the formal properties to properly be called games or art at all.
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As video games became increasingly common as a form of media throughout the 2000s, video games that deemphasized the
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1994:. Proceedings of the International Conference on the Foundations of Digital Games. Pp.26-32. 29 May - 1 June 2012.
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community. Along with expanding on the notion of art games as comparable to architecture in a 2010 interview with
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I Lose, Therefore I Think: A Search for Contemplation amid Wars of Push-Button Glare - 7. The Rise of Art Games
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Video games were first displayed in the art museum setting during the 1980s, in retrospective exhibitions like
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1476:. This meeting of the art game movement and the indie game movement brought art games to the attention of the
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etc.—as an expressive form in the same way other artists might use painting, film or literature." Thus
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Another key distinction that has been made between art games and games with artistic imagery (and indeed all
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Holmes, Tiffany. "Arcade Classics Span Art? Current Trends in the Art Game Genre." Melbourne DAC 2003. 2003.
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1652:"10.000 Moving Cities – Same but Different, AR (Augmented Reality) Multiplayer Game, Art Installation, 2018"
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1259:(1984). Following this period of activity, art game production would see a lull until the end of the 1990s.
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787:. The term "art game" was first used academically in 2002 and it has come to be understood as describing a
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Coulter-Smith, Graham; Coulter-Smith, Elizabeth (2006). "Art Games: Interactivity and the Embodied Gaze".
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movement also provided direct inspiration for art game development particularly in the creation of
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as well as the execution and implementation of the gameplay. For instance, Bethesda's 2008 release
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2768:(Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. pp. 40–42. 2007.
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or whose structure is intended to produce some kind of reaction in its audience. Art games are
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stated that whereas video games such as the "art game" are shifting in the direction of the "
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1353:. Art theorist Rebecca Cannon identifies the earliest example of a purposeful art mod to be
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Since the development of these early definitions, art theorists have emphasized the role of
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observer self-limits play experience. Thus, observers experiencing the Jodi art mod,
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2140:(Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007.
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2371:. Computer Games and Digital Cultures conference (Tampere, Finland); Art Gallery,
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and whereas art mods always exploit existing games, art games often replace them.
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Vienna University of Technology - Design and Assessment of Technologies Institute
877:). Rather than describing the game on a surface level, descriptions focus on the
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have become established and "artist games" have become relatively less common.
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Genre of electronic structured play intended primarily as creative expression
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WINSIDE OUT: An Introduction to the Convergence of Computers, Games, and Art
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A view that those who play and enjoy art games (known as "art gamers") are
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in the creation of the art game. This difference has been described by
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1884:"Art Video Games: Ritual Communication of Feelings in the Digital Era"
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At the Art History of Games conference in Atlanta, Georgia, Professor
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Game Mods: A Survey of Modifications, Appropriation and Videogame Art
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Rosenkrantz, Linda. "New York: It's Happening, It's ... Teen Town!"
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against the computer, self, or other players) and the result of
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1327: and similar hybrid performance-art/art-games including
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DeFanti, Thomas A. "The Mass Impact of Videogame Technology."
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Opinion: Tell Me What Art Is, and I'll Tell You What Games Are
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Pearce, Celia (2006). "Games AS Art: The Aesthetics of Play".
2122:. Alibi. V.16, No.28. Feature Archive. July 12–18, 2007.
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Arcade Classics Span Art? Current Trends in the Art Game Genre
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The Art History... Of Games? Games As Art May Be A Lost Cause
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Repeat of Spark 126 – October 16 & 19, 2011: Games as Art
1480:
at large, and sparked large debates regarding whether or not
1303:, where the playing of a game could be regarded as a form of
1130:
scholar Celia Pearce describes the art mod or "patch" as an "
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A definition of the art game was first proposed by Professor
2259:
Staff. "Chicago Computer Artist Accelerates to Warp Speed."
3476:
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Art games and Breakout: New media meets the American arcade
1016:
in an interview discussing art games and the prominence of
2771:
Stockburger, Axel. "From Appropriation to Approximation".
2425:
Stockburger, Axel. "From Appropriation to Approximation".
931:". At the core of the matter lies an intersection between
2618:
An artist interview with Paolo Pedercini / Molleindustria
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within video games where it has never existed previously.
1472:(2005), a strong overlap developed between art games and
1184:
explorable form and as more than simply idle amusement.
1087:. A number of commentators have included the concept of
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Art games are often considered a means of demonstrating
2794:
Greene, Rachel. "Chapter 3: Themes in Internet Art" in
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Beginning in the early to mid-2000s with games such as
1226:(1982). Other early art games from this period include
2332:
Blakeman, Mary Claire. "The Art Side of Video Games."
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as well as a member of the "art game" subgenre of the
49:, Augmented Reality Multiplayer Game, Art Installation
2637:
Why Games Matter Blog - Indie Games Aren't Art Games
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video games can be fairly considered as works of art
1287:'s "010101: Art in Technological Times" (2001), the
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Chat notes about Video Game, Art and Digital Medium
2006:"The Aesthetics of Gameplay - Curator's Statement"
1849:. Format Magazine - Pushing Play. 5 November 2008.
2819:. Link Art Center: LINK Editions, Brescia. 2012.
2656:Last Tuesday: How to Make an Art House Video Game
1299:Drawing from the modern traditions of the 1970s
1081:and who question the playfulness of a game like
2232:Games as Instruments for Observing Our Universe
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2387:Blast Theory brings interactive art to Exeter
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180:Specialized / alternative-paradigmatic types
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2275:"CSLI Calendar of Public Events, Vol.12:28"
1179:and the collaborative drawing games of the
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2557:Jimquisition: The Definition of Art Games
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2723:Gamescenes: art in the age of videogames
2674:. Rock, Paper, Shotgun. 7 December 2007.
2492:"The Endless Play Of The Endless Forest"
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2119:Applied Ludology: Art games and game art
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1867:. Mattscape. Retrieved 1 February 2013.
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978:) with the trend toward recognition of
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2336:. Vol.2, No.4. Pp.27-30. January 1984.
1882:DĂaz, Carlos Mauricio Castaño (2015).
1175:have identified its earliest roots in
1113:For Cannon, the nature of a work as a
896:characteristics of art games, such as
837:School of the Art Institute of Chicago
2838:A Curiously Short History of Game Art
2155:
2153:
1988:A Curiously Short History of Game Art
1915:
1913:
1705:from the original on 3 September 2010
7:
2582:Column: 'Homer In Silicon': On Aging
1877:
1875:
1873:
4445:Los Angeles Center for Digital Art
4157:Generative artificial intelligence
2753:. Bristol: Intellect Books. 2007.
2749:Clarke, Andy and Grethe Mitchell.
2604:The Hierarchy of Video Game Haters
1695:"Who says video games aren't art?"
1545:, and who equate "art games" with
540:List of video game industry people
25:
2764:Cannon, Rebecca. "Meltdown" from
2567:. Escapist Magazine. 2 July 2012.
2533:. GameSetWatch. 26 November 2006.
2136:Cannon, Rebecca. "Meltdown" from
1672:Schilling, Chris (23 July 2009).
3082:
2833:. Insomnia Books. 14 March 2011.
2737:How to Do Things With Videogames
2523:Why Are There No Prestige Games?
2320:Columbia College Chicago Profile
2185:University of California, Irvine
1529:Criticism of the term "art game"
1486:backlash against use of the term
1385:, and significant events in the
1159:Origins and first wave art games
719:
598:
333:Intellectual property protection
56:
2831:On the Genealogy of "Art Games"
2659:. Futurismic.com. 20 July 2011.
2592:. GameSetWatch. 9 January 2010.
1992:Georgia Institute of Technology
1822:University of the Witwatersrand
1693:Steinberg, Scott (2010-08-31).
1435:portion of the medium (such as
2739:. U of Minnesota Press. 2011.
2308:Review: The World of Art Games
1956:Ploug, Kristine (2005-12-01).
849:the medium and its structure.
1:
1958:"Art Games - An Introduction"
1191:further noted that since the
535:List of video game publishers
523:List of video game developers
4430:Austin Museum of Digital Art
2642:International Business Times
2263:. Pg.227-229. February 1983.
2037:. Jenova's Blog. 7 May 2008.
966:"Art game" versus "game art"
839:) in her 2003 paper for the
550:List of video game magazines
4077:Artificial intelligence art
4047:Fractal-generating software
2686:"An Art World for Artgames"
2004:Garvey, Greg (2014-03-24).
1100:"Art game" versus "art mod"
821:video games as works of art
545:List of video game websites
4517:
3080:
2802:. Pp. 144–151.
2725:. Johan & Levi. 2006.
2607:. Kotaku. 21 January 2013.
2273:Pease, Emma (1997-05-14).
1628:Video games as an art form
1589:
1456:Rise of the indie art game
1268:Museum of the Moving Image
1195:movement of the 1960s and
941:video games as an art form
642:Artistic expression within
610:Video games as an art form
469:Advertising in video games
32:video games as an art form
29:
2890:List of video game genres
2885:
2817:Everything I Shoot Is Art
1543:games can be works of art
1525:for a substantial price.
1295:Rise of the "artist game"
338:Digital rights management
4394:Listening Post (artwork)
3182:Digital collectible card
2784:. Vol.23. Pg.137. 1984.
2477:. GameStudies.org. 2004.
1930:10.1177/1555412014538812
1896:10.1177/1555412014557543
1814:Stalker, Phillipa Jane.
1266:'s "ARTcade" (1983) and
1122:, art mods explore game
1004:as "the same between a
30:Not to be confused with
4465:V&A Digital Futures
4202:Photograph manipulation
3267:Roguelike deck-building
3175:Roguelike deck-building
2698:Simon Fraser University
1674:"Art house video games"
1561:and not to be emulated.
1414:(1998), Esc to Begin's
1264:Corcoran Gallery of Art
1132:interventional strategy
677:Video game art creation
65:Part of a series on the
2096:10.1386/tear.4.3.169/1
1387:history of video games
974:(and other aspects of
891:is considered to be a
791:designed to emphasize
726:Video games portal
630:Alternate reality game
622:The Art of Video Games
50:
45:10.000 Moving Cities,
4435:Computer Arts Society
3509:Tactical role-playing
3274:Tactical role-playing
2782:Advances in Computers
2684:Felan Parker (2013).
2653:McCalmont, Jonathan.
1824:, Johannesburg. 2005.
1359:AIUEOUNN Six Features
1307:, art pieces such as
1283:'s "GameShow" (2001)
982:and the increases in
947:takes in relation to
44:
4323:Hamid Naderi Yeganeh
4298:Lynn Hershman Leeson
4132:Digital architecture
4107:Digital illustration
4042:Graphic art software
3889:Vertically scrolling
2462:. 27 September 2008.
2445:Wasteland, Matthew.
2055:(Podcast available:
2049:& Misener, Dan.
1404:contemporary artists
1242:Lynn Hershman Leeson
972:graphic capabilities
875:first-person shooter
402:Downloadable content
4197:Music visualization
4122:Digital photography
3519:Turn-based strategy
3424:Submarine simulator
3230:Action role-playing
3137:Interactive fiction
2829:Kierkegaard, Alex.
2800:Thames & Hudson
2490:(6 November 2007).
2348:The Washington Post
2279:Stanford University
2175:LaFarge, Antoinette
1679:The Daily Telegraph
1367:Castle Smurfenstein
1324:Can You See Me Now?
1146:(a modification of
1134:," referencing the
1084:Escape From Woomera
1051:games viewed as art
693:Video game graphics
593:Art and video games
385:Episodic video game
71:Video game industry
4343:Ben Rubin (artist)
4288:Desmond Paul Henry
4087:Computer art scene
4052:Animation software
3920:Video game modding
3862:Nonlinear gameplay
3524:Turn-based tactics
3492:Real-time strategy
2815:Jansson, Mathias.
2773:Videogames and Art
2766:Videogames and Art
2751:Videogames and Art
2721:Bittanti, Matteo.
2644:. 24 January 2013.
2587:2019-01-12 at the
2562:2019-11-02 at the
2528:2019-01-12 at the
2502:on 13 January 2019
2471:Lee, Shuen-Shing.
2453:2019-09-06 at the
2427:Videogames and Art
2313:2014-07-12 at the
2237:2012-11-16 at the
2217:. 8 February 2010.
2207:Pratt, Charles J.
2138:Videogames and Art
2072:. 7 November 2010.
2062:2014-10-29 at the
1861:Bittanti, Matteo.
1844:2013-05-28 at the
1750:Melbourne DAC 2003
1743:2013-04-20 at the
1539:reacted negatively
1535:video game culture
1478:video game culture
1469:The Endless Forest
1371:artist collectives
1301:New Games Movement
1285:San Francisco MOMA
785:serious video game
410:Games as a service
51:
4486:Video game genres
4473:
4472:
4353:Camille Utterback
4303:Zachary Lieberman
4273:Stephanie Dinkins
4060:
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3937:
3936:
3933:
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3925:Video game remake
3833:Emergent gameplay
3504:Real-time tactics
3463:
3462:
3402:Flight simulation
3132:Graphic adventure
3078:
3077:
2879:Video game genres
2825:978-1-291-02050-2
2759:978-1-84150-142-0
2745:978-1-45293-312-2
2731:978-8-86010-010-8
2435:978-1-84150-142-0
2394:. 4 October 2011.
2365:Holmes, Tiffany.
2244:Champlain College
2146:978-1-84150-142-0
1922:Games and Culture
1888:Games and Culture
1735:Holmes, Tiffany.
1592:List of art games
1586:List of art games
1272:Walker Art Center
1234:(1982), Lanier's
893:role-playing game
760:
759:
665:Interactive movie
626:
588:
587:
430:Microtransactions
199:Interactive movie
16:(Redirected from
4508:
4401:Remember To Rise
4375:Edmond de Belamy
4367:Notable artworks
4358:Pindar Van Arman
4293:Mario Klingemann
4162:Generative music
4142:Evolutionary art
4137:Electronic music
4117:Digital painting
3982:
3964:
3957:
3950:
3941:
3915:Video game clone
3631:
3627:Related concepts
3434:Vehicular combat
3289:
3162:Digital tabletop
3142:Interactive film
3102:Grand Theft Auto
3093:Action-adventure
3086:
3043:Platform fighter
2922:Platform fighter
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2520:Carless, Simon.
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2498:. Archived from
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2414:
2413:. February 2008.
2403:Bogacs, Hannes.
2401:
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2351:. 23 April 1989.
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2285:. Archived from
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2250:. February 2010.
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2162:Visible Language
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1839:Video Game Blogs
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703:Video game music
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435:In-game currency
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4440:EVA Conferences
4413:and conferences
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4241:Notable artists
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4227:Texture mapping
4192:Motion graphics
4182:Interactive art
4112:Digital imaging
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3968:
3938:
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3884:Twitch gameplay
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3574:Survival horror
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3497:Time management
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3429:Train simulator
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2716:Further reading
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2634:Smith, Edward.
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2629:
2625:. 14 June 2011.
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2600:
2596:
2589:Wayback Machine
2575:
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2564:Wayback Machine
2554:Sterling, Jim.
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2530:Wayback Machine
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2455:Wayback Machine
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2384:Stuart, Keith.
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2327:
2315:Wayback Machine
2306:Kuehn, Emily. "
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2301:
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2290:
2289:on July 8, 2010
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2239:Wayback Machine
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2084:Technoetic Arts
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2064:Wayback Machine
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1745:Wayback Machine
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1408:game developers
1406:rather than by
1355:Iimura Takahiko
1305:performance art
1297:
1246:Laserdisc games
1161:
1156:
1102:
1094:game art pieces
992:artistic intent
976:game art design
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959:Gesamtkunstwerk
915:artistic intent
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805:artistic intent
770:) is a work of
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683:Game art design
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4387:Jesus Dress Up
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4308:Margot Lovejoy
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4152:Generative art
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4127:Digital poetry
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3879:Side-scrolling
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3235:Looter shooter
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3158:
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3149:
3144:
3139:
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3129:
3123:
3121:
3115:
3114:
3112:
3111:
3106:
3097:
3095:
3089:
3088:
3081:
3079:
3076:
3075:
3073:
3072:
3067:
3062:
3061:
3060:
3047:
3046:
3045:
3035:
3034:
3033:
3031:Hack and slash
3022:
3020:
3016:
3015:
3013:
3012:
3007:
3001:
2999:
2993:
2992:
2990:
2989:
2984:
2979:
2978:
2977:
2972:
2967:
2957:
2952:
2947:
2942:
2936:
2934:
2928:
2927:
2925:
2924:
2919:
2917:Endless runner
2913:
2911:
2902:
2896:
2895:
2893:
2892:
2886:
2883:
2882:
2877:
2875:
2874:
2867:
2860:
2852:
2846:
2845:
2841:
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2827:
2813:
2810:
2792:
2778:
2777:
2776:
2769:
2747:
2733:
2717:
2714:
2712:
2711:
2676:
2661:
2646:
2627:
2623:Molleindustria
2609:
2594:
2569:
2544:
2535:
2513:
2488:Carless, Simon
2479:
2464:
2438:
2415:
2396:
2377:
2375:. August 2002.
2353:
2338:
2325:
2299:
2265:
2252:
2227:Blow, Jonathan
2219:
2189:
2167:
2149:
2124:
2116:Silfer, Kyle.
2109:
2090:(3): 169–182.
2074:
2039:
2021:
1996:
1970:
1943:
1909:
1869:
1851:
1826:
1768:
1754:
1715:
1685:
1664:
1642:
1640:
1637:
1636:
1635:
1633:Video game art
1630:
1625:
1620:
1615:
1610:
1605:
1598:
1595:
1590:Main article:
1587:
1584:
1583:
1582:
1579:
1576:
1573:
1562:
1555:
1530:
1527:
1516:as it has for
1494:Molleindustria
1457:
1454:
1416:Font Asteroids
1347:video game art
1296:
1293:
1289:Whitney Museum
1214:Bernie DeKoven
1197:Marcel Duchamp
1173:Greg Costikyan
1169:Tiffany Holmes
1160:
1157:
1155:
1152:
1148:Wolfenstein 3D
1101:
1098:
996:Justin McElroy
984:video game art
967:
964:
929:video game art
833:Tiffany Holmes
828:
825:
814:video game art
758:
757:
755:
754:
747:
740:
732:
729:
728:
715:
714:
711:
710:
705:
700:
690:
679:
676:
675:
672:
671:
668:
667:
662:
657:
652:
650:Video game art
646:
641:
640:
637:
636:
633:
632:
627:
619:
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477:
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437:
427:
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399:
394:
389:
388:
387:
382:
380:Expansion pack
377:
366:
357:
356:
353:
352:
348:
347:
346:
345:
340:
330:
325:
318:
317:
316:
315:
313:Content rating
305:
298:
297:
296:
295:
290:
285:
280:
269:
264:
263:
260:
259:
256:
255:
254:
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243:
241:Arcade cabinet
236:
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216:
206:
201:
196:
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186:
171:
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159:
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144:
143:
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137:
127:
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125:
113:
112:
111:
110:
105:
100:
89:
83:
78:
77:
74:
73:
67:
66:
62:
61:
36:video game art
26:
24:
14:
13:
10:
9:
6:
4:
3:
2:
4513:
4502:
4501:Serious games
4499:
4497:
4496:New media art
4494:
4492:
4489:
4487:
4484:
4483:
4481:
4466:
4463:
4461:
4458:
4456:
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4438:
4436:
4433:
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4428:
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4418:
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4411:Organizations
4409:
4403:
4402:
4398:
4396:
4395:
4391:
4389:
4388:
4384:
4382:
4381:Barnsley fern
4379:
4377:
4376:
4372:
4371:
4369:
4365:
4359:
4356:
4354:
4351:
4349:
4346:
4344:
4341:
4339:
4336:
4334:
4331:
4329:
4328:Trevor Paglen
4326:
4324:
4321:
4319:
4318:Eric Millikin
4316:
4314:
4313:Mauro Martino
4311:
4309:
4306:
4304:
4301:
4299:
4296:
4294:
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4289:
4286:
4284:
4281:
4279:
4276:
4274:
4271:
4269:
4266:
4264:
4261:
4259:
4258:Sougwen Chung
4256:
4254:
4253:Cory Arcangel
4251:
4249:
4246:
4245:
4243:
4239:
4233:
4230:
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4225:
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4213:
4210:
4208:
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4088:
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4067:
4063:
4053:
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4040:
4039:
4037:
4033:
4027:
4024:
4022:
4019:
4015:
4012:
4008:
4005:
4004:
4003:
4000:
3998:
3995:
3994:
3993:
3990:
3989:
3987:
3983:
3980:
3976:
3972:
3965:
3960:
3958:
3953:
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3926:
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3900:
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3877:
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3804:
3801:
3799:
3797:
3793:
3792:
3791:
3788:
3786:
3783:
3782:
3780:
3776:
3770:
3769:Single-player
3767:
3763:
3760:
3758:
3755:
3753:
3750:
3749:
3748:
3745:
3744:
3742:
3738:
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3539:
3538:
3537:
3534:
3530:
3527:
3526:
3525:
3522:
3520:
3517:
3515:
3514:Tower defense
3512:
3510:
3507:
3505:
3502:
3498:
3495:
3494:
3493:
3490:
3488:
3485:
3483:
3480:
3478:
3475:
3474:
3472:
3470:
3466:
3456:
3455:Immersive sim
3453:
3451:
3448:
3447:
3445:
3441:
3435:
3432:
3430:
3427:
3425:
3422:
3418:
3415:
3413:
3410:
3408:
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3400:
3399:
3397:
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3383:
3380:
3378:
3375:
3374:
3373:
3370:
3368:
3365:
3364:
3362:
3360:
3356:
3350:
3347:
3345:
3344:City-building
3342:
3340:
3337:
3336:
3334:
3332:
3328:
3322:
3319:
3317:
3314:
3312:
3309:
3307:
3304:
3302:
3299:
3298:
3296:
3294:
3290:
3287:
3285:
3281:
3275:
3272:
3268:
3265:
3264:
3263:
3260:
3258:
3255:
3253:
3250:
3248:
3247:Dungeon crawl
3245:
3241:
3238:
3236:
3233:
3232:
3231:
3228:
3227:
3225:
3223:
3219:
3213:
3212:Tile-matching
3210:
3208:
3207:
3203:
3201:
3200:Hidden object
3198:
3197:
3195:
3193:
3189:
3183:
3180:
3176:
3173:
3172:
3171:
3170:Deck-building
3168:
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3165:
3163:
3159:
3153:
3150:
3148:
3145:
3143:
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3138:
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3110:
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3032:
3029:
3028:
3027:
3024:
3023:
3021:
3017:
3011:
3008:
3006:
3005:Battle royale
3003:
3002:
3000:
2998:
2994:
2988:
2985:
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2980:
2976:
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2897:
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2884:
2880:
2873:
2868:
2866:
2861:
2859:
2854:
2853:
2850:
2842:
2839:
2836:Sharp, John.
2835:
2832:
2828:
2826:
2822:
2818:
2814:
2811:
2809:
2808:0-500-20376-8
2805:
2801:
2797:
2793:
2791:
2790:0-12-012123-9
2787:
2783:
2779:
2774:
2770:
2767:
2763:
2762:
2760:
2756:
2752:
2748:
2746:
2742:
2738:
2735:Bogost, Ian.
2734:
2732:
2728:
2724:
2720:
2719:
2715:
2707:
2703:
2699:
2695:
2691:
2687:
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2647:
2643:
2640:
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2628:
2624:
2620:
2619:
2613:
2610:
2606:
2605:
2601:Rogers, Tim.
2598:
2595:
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2590:
2586:
2583:
2578:
2573:
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2412:
2408:
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2400:
2397:
2393:
2389:
2388:
2381:
2378:
2374:
2373:SIGGRAPH 2002
2370:
2369:
2362:
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2342:
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2300:
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2256:
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2248:Burlington VT
2245:
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2240:
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2110:
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2040:
2036:
2035:
2030:
2025:
2022:
2011:
2007:
2000:
1997:
1993:
1989:
1986:Sharp, John.
1983:
1981:
1979:
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1975:
1971:
1959:
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1948:
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1939:
1935:
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1927:
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1611:
1609:
1608:Auteur theory
1606:
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1600:
1596:
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1509:
1507:
1506:Tale of Tales
1503:
1499:
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1487:
1483:
1479:
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1471:
1470:
1465:
1464:
1455:
1453:
1451:
1450:Melbourne DAC
1447:
1446:SIGGRAPH 2002
1442:
1438:
1437:serious games
1434:
1429:
1427:
1426:
1421:
1417:
1413:
1412:Trigger Happy
1409:
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1314:Pac Manhattan
1310:
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1080:
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1071:interactivity
1067:
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841:Melbourne DAC
838:
834:
826:
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817:
815:
811:
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802:
798:
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790:
786:
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768:arthouse game
765:
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623:
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617:Arthouse game
615:
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43:
37:
33:
19:
18:Arthouse game
4399:
4392:
4385:
4373:
4263:Harold Cohen
4248:Refik Anadol
4217:Software art
4187:Internet art
4071:
3910:Toys-to-life
3850:
3843:
3795:
3740:Player modes
3718:
3704:Personalized
3689:
3678:
3646:
3552:Other genres
3482:Auto battler
3450:Falling-sand
3412:Lunar Lander
3222:Role-playing
3205:
3147:Visual novel
3109:Metroidvania
3101:
3055:
2987:Third-person
2960:Shoot 'em up
2945:First-person
2837:
2830:
2816:
2796:Internet Art
2795:
2781:
2772:
2765:
2750:
2736:
2722:
2693:
2689:
2679:
2671:Time Goes By
2669:
2668:Meer, Alec.
2664:
2654:
2649:
2635:
2630:
2616:
2612:
2602:
2597:
2580:
2577:Short, Emily
2572:
2555:
2538:
2521:
2516:
2504:. Retrieved
2500:the original
2496:GameSetWatch
2495:
2482:
2472:
2467:
2460:GameSetWatch
2446:
2441:
2426:
2404:
2399:
2392:The Guardian
2385:
2380:
2366:
2346:
2341:
2333:
2328:
2318:
2302:
2291:. Retrieved
2287:the original
2268:
2255:
2230:
2222:
2208:
2178:
2170:
2161:
2137:
2117:
2112:
2087:
2083:
2077:
2067:
2057:Games as Art
2050:
2042:
2032:
2029:Chen, Jenova
2024:
2013:. Retrieved
2010:ACM SIGGRAPH
1999:
1987:
1962:. Retrieved
1921:
1887:
1862:
1837:
1815:
1736:
1707:. Retrieved
1688:
1677:
1667:
1656:. Retrieved
1646:
1618:Game studies
1613:Computer art
1532:
1510:
1502:Jason Rohrer
1498:Jason Nelson
1467:
1461:
1459:
1430:
1425:The Intruder
1423:
1418:(1999), and
1415:
1411:
1397:
1391:
1379:
1366:
1358:
1340:
1339:(2001), and
1334:
1328:
1322:
1319:Blast Theory
1312:
1298:
1261:
1256:Deep Contact
1254:
1248:
1240:(1983), and
1235:
1231:
1223:Alien Garden
1221:
1218:Jaron Lanier
1209:Game of Life
1207:
1189:Celia Pearce
1186:
1162:
1147:
1143:
1140:
1123:
1119:
1115:modification
1112:
1103:
1088:
1082:
1078:
1074:
1070:
1068:
1063:
1048:
1029:
999:
991:
989:
980:games as art
969:
957:
953:ACM SIGGRAPH
921:
917: (of
914:
912:
903:
897:
886:
878:
868:
851:
845:
830:
818:
804:
800:
796:
781:software art
767:
763:
761:
708:Storytelling
625:(exhibition)
500:Game studies
425:Free-to-play
415:Cloud gaming
397:Crowdfunding
392:Early access
363:monetization
359:Distribution
303:Localization
213:
179:
123:Level design
4450:Lumen Prize
4338:Anna Ridler
4268:Char Davies
4232:Virtual art
4222:Systems art
4147:Fractal art
4014:3D graphics
4002:2D graphics
3971:Digital art
3826:Hypercasual
3747:Multiplayer
3663:Educational
3613:Programming
3608:Photography
3581:Incremental
3377:Kart racing
3321:Virtual pet
3152:Walking sim
3127:Escape room
3026:Beat 'em up
2965:Bullet hell
2334:Video Games
2047:Young, Nora
1890:(1): 3–34.
1523:art patrons
1490:Jenova Chen
1474:indie games
1466:(2003) and
1383:conventions
1330:Painstation
1309:Frank Lantz
1253:(1983) and
1228:Jane Veeder
1205:zero-player
1165:digital art
1089:competition
1075:competition
1014:Jenova Chen
956:concept of
801:competitive
797:interactive
772:interactive
644:video games
459:Battle pass
454:Season pass
370:Buy-to-play
293:South Korea
130:Programming
80:Development
4480:Categories
4455:onedotzero
4333:Casey Reas
4278:Jake Elwes
4212:Render art
4172:Glitch art
4097:Crypto art
4026:3D printer
3867:Open world
3778:Production
3699:Nonviolent
3382:Sim racing
3349:Government
3284:Simulation
2975:Twin-stick
2909:Platformer
2293:2012-11-15
2015:2014-03-24
1964:2012-11-15
1709:2010-08-31
1658:2018-12-26
1654:. Marc Lee
1639:References
1623:Glitch art
1518:developers
1514:publishers
1373:including
1181:Surrealist
1073:and often
1036:Jim Munroe
1026:Nora Young
937:video game
871:platformer
855:resolution
789:video game
308:Censorship
266:Publishing
204:Nonviolent
175:Video game
108:Programmer
4491:Art games
4420:Artfutura
4348:Karl Sims
4207:Pixel art
4177:Immersion
4102:Cyberarts
4082:ASCII art
3653:Christian
3641:Advergame
3529:Artillery
3262:Roguelike
3240:Soulslike
3119:Adventure
2955:Light gun
2706:1923-2691
2700:: 54–55.
2690:Loading..
2506:31 August
2215:Gamasutra
2104:191477101
1938:146825353
1682:. London.
1441:non-games
1342:Vagamundo
1281:MASS MoCA
1232:Warpitout
1040:high arts
1018:non-games
1006:sculpture
905:Undertale
888:Fallout 3
879:artistic
864:machinima
799:(usually
775:new media
697:pixel art
660:Machinima
480:Advergame
251:Accessory
92:Developer
4460:SIGGRAPH
4425:Artmedia
4283:David Em
4072:Art game
4035:Software
3992:Computer
3985:Hardware
3905:Minigame
3857:Masocore
3803:Fan game
3673:Licensed
3598:Non-game
3469:Strategy
3339:Business
3038:Fighting
2997:Survival
2982:Tactical
2585:Archived
2560:Archived
2526:Archived
2451:Archived
2311:Archived
2235:Archived
2060:Archived
1904:54948686
1864:Game Art
1842:Archived
1741:Archived
1703:Archived
1603:Art film
1597:See also
1566:high art
1463:Samorost
1428:(1999).
1375:Jodi.org
1357:'s 1993
1351:art mods
1333:(2001),
1237:Moondust
1107:art mods
1079:Sim City
1044:low arts
1010:building
945:art film
935:and the
827:Overview
764:art game
655:Non-game
442:Loot box
375:AAA game
231:Non-game
224:Exergame
214:Art game
169:Products
147:Graphics
98:Designer
87:Producer
47:Marc Lee
4167:GIF art
3872:Sandbox
3714:Serious
3647:BishĹŤjo
3564:Fitness
3536:Wargame
3394:Vehicle
3367:Fishing
3306:Farming
3206:Sokoban
3070:Stealth
3056:Pac-Man
2932:Shooter
2323:. 2009.
2261:Softalk
2187:. 2000.
1836:Staff.
1752:. 2003.
1570:low art
1547:elitist
1336:Go Fish
1154:History
1136:Dadaist
1059:curator
1001:Joystiq
925:curator
860:art mod
778:digital
687:artists
494:Related
475:in-game
273:Markets
246:Console
219:Edugame
209:Serious
157:Testing
3821:Casual
3814:Design
3796:Doujin
3709:Sci-fi
3685:Sexual
3658:Comedy
3634:Themes
3618:Typing
3591:Rhythm
3569:Horror
3407:Combat
3372:Racing
3359:Sports
3316:Social
3301:Dating
3252:MMORPG
3192:Puzzle
2900:Action
2823:
2806:
2788:
2757:
2743:
2729:
2704:
2696:(11).
2433:
2144:
2102:
1936:
1902:
1559:snobby
1504:, and
1201:Conway
1193:Fluxus
1128:Fluxus
1120:format
1064:effort
1008:and a
919:author
881:intent
846:format
810:modded
323:Piracy
189:Erotic
184:Casual
135:Engine
118:Design
103:Artist
4065:Forms
4021:Xerox
3978:Tools
3898:Other
3851:Kaizo
3844:Gacha
3790:Indie
3752:Co-op
3691:Eroge
3679:Otome
3668:Girls
3603:Party
3586:Music
3443:Other
3417:Space
3104:clone
3065:Snake
3058:clone
3019:Other
2940:Arena
2844:2005.
2100:S2CID
2069:Spark
1934:S2CID
1900:S2CID
1537:have
1365:like
1250:LORNA
1124:media
1031:Spark
1022:gamer
899:Braid
528:Indie
517:Lists
447:gacha
328:Clone
288:Japan
278:China
194:Indie
152:Music
4007:2.5D
3798:soft
3729:News
3559:Cozy
3487:MOBA
3293:Life
3050:Maze
2970:Rail
2950:Hero
2821:ISBN
2804:ISBN
2786:ISBN
2755:ISBN
2741:ISBN
2727:ISBN
2702:ISSN
2508:2020
2431:ISBN
2283:CSLI
2142:ISBN
1568:and
1433:game
1399:Myst
1396:and
1393:Doom
1363:mods
1216:and
1177:Dada
1171:and
1055:play
1046:").
1028:for
949:film
902:and
853:low-
766:(or
361:and
283:U.S.
3997:CGI
3838:FMV
3785:AAA
3762:PVP
3757:MMO
3719:Art
3331:CMS
3311:God
2317:."
2092:doi
2066:).
1926:doi
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