Now showing items 2-17 of 17

    • Doorknobs and Butterflies: Games After Art 

      Lantz, Frank (Georgia Institute of Technology, 2010-02-05)
      Videogames have shown us that games are works of culture and should be considered as such. They are an artform or something very much like it. On the one hand this is good news, it represents a bold evolution in our ...
    • Image Games 

      Paul, Christiane (Georgia Institute of Technology, 2010-02-06)
      Starting from a brief outline of the art-historical connections between games and art, the presentation will explore how game art projects have expanded or redefined traditional characteristics of "image spaces" and the ...
    • Interactive Storytelling is our Project Xanadu 

      Rohrer, Jason (Georgia Institute of Technology, 2010-02-06)
      Imagine freshly-generated dramatic experiences unfurling before your eyes and changing based on your inputs. Imagine dynamic characters that react—grow angry at you, laugh at your jokes, or even fall in love with you. ...
    • Keynote Panel Discussion: John Romero, Christiane Paul, Harvey Smith, Richard Lemarchand; Moderator, Ian Bogost 

      Romero, John; Paul, Christiane; Smith, Harvey; Lemarchand, Richard; Bogost, Ian (Georgia Institute of Technology, 2010-02-06)
    • Masters Among Us 

      Romero, John (Georgia Institute of Technology, 2010-02-04)
      Artists in other mediums look back upon their masters and, intrigued, inspired or challenged by their methods and works, they innovate upon them in dramatic ways. Just as Cubism followed Impressionism, so too did RPGs ...
    • One Falls for Each of Us: The Prototyping of Tragedy 

      Brathwaite, Brenda (Georgia Institute of Technology, 2010-02-06)
      Incorporating 20,000 wooden figurines, incense and dozens of leather hides, Brenda Brathwaite’s latest game is One Falls for Each of Us. Currently in development, it is the fourth game in the Mechanic is the Message series ...
    • Over games 

      Harvey, Auriea; Samyn, Michael (Georgia Institute of Technology, 2010-02-06)
      Videogames have stopped evolving. They have found their comfort zone: fun activities that nurture our inner child. While our inner grown-up is starving! We need a new medium that can help us cope with the complexity of our ...
    • Panel Discussion: Jay David Bolter, Celia Pearce, Henry Lowood ; Moderator, Michael Nitsche 

      Bolter, J. David; Pearce, Celia; Lowood, Henry; Nitsche, Michael (Georgia Institute of Technology, 2010-02-05)
    • Panel Discussion: Jesper Juul, Frank Lantz, John Sharp ; Moderator, Christoph Kluetsch 

      Sharp, John; Juul, Jesper; Lantz, Frank; Kluetsch, Christoph (Georgia Institute of Technology, 2010-02-05)
    • Panel Discussion: Nathalie Pozzi, Eric Zimmerman, Tale of tales ; Jason Rohrer, Brenda Brathwaite ; Moderator John Sharp 

      Pozzi, Nathalie; Zimmerman, Eric; Harvey, Auriea; Samyn, Michael; Rohrer, Jason; Brathwaite, Brenda; Sharp, John (Georgia Institute of Technology, 2010-02-06)
    • Players are artists too 

      Lowood, Henry (Georgia Institute of Technology, 2010-02-05)
      It is easy to provoke debate by posing a simple question, such as, "Are digital games a form of art?" A less controversial observation would be that it takes a lot of artists to make a digital game. This dichotomy between ...
    • Play’s the Thing: Games as fine art 

      Pearce, Celia (Georgia Institute of Technology, 2010-02-05)
      When the words "video game" and "art" are used in the same sentence, the discussion tends to revolve around the question of whether or not video games are art, the art and graphics of commercial video games, and, less ...
    • The Pure Game: A Short History of Video Game Aesthetics 

      Juul, Jesper (Georgia Institute of Technology, 2010-02-05)
      With the continuing recognition of video games as a cultural form comes an ongoing discussion about what video games should be. In this talk I will sketch a history of aesthetical arguments for “pure” video games. Such ...
    • Sixteen Tons 

      Pozzi, Nathalie; Zimmerman, Eric (Georgia Institute of Technology, 2010-02-06)
      Sixteen Tons is a game for four players designed for a gallery setting, created by architect Nathalie Pozzi and game designer Eric Zimmerman for this conference. Sixteen Tons provides a case study that illuminates some of ...
    • Videogames & the two avant-gardes 

      Bolter, J. David; Schrank, Brian (Georgia Institute of Technology, 2010-02-05)
      The term "avant-garde games" keeps appearing in the game community, but uses of the term vary wildly. What is lacking is an awareness of the history of the avant-garde in the 20th century. Our strategy is to map today’s ...
    • What is an Art History of Games? 

      Nitsche, Michael; Bogost, Ian; Sharp, John (Georgia Institute of Technology, 2010-02-04)
      Opening remarks and a panel discussion with Ian Bogost, Michael Nitsche, and John Sharp at the Art History of Games event.