June 21, 2021

Art and videogames: chronology of a forgotten relationship | Trends

Art and videogames: chronology of a forgotten relationship | Trends


Video games have a lot to do with art and art, in some cases, with video games. For that reason, we have proposed to establish a chronology of the historical moments in which both disciplines have had space to communicate and influence during the last years

To do this, we have compiled some of the most representative cases with the help of those responsible for I like you pixelad_, a festival that celebrates its second edition this week at La Casa Encendida in Madrid and focuses on the historical relationship between performing arts and video game design. Within the framework of the festival, which began on Tuesday and will continue until Sunday, eight national and international artists will participate through performances, a workshop and a hackathon.

  • Browse our timeline interactive:

Below, we present a glossary with some of the key terms to understand the common points between art and videogames.

Cyberperformance Representations in which the remote participants build a fiction in real time through the Internet. They usually occur within multi-user collaboration chats and softwares such as UpStage, Visitors Studio, MOO, etc.

In Beta State. It defined the non-definitive versions of many computer programs. Now he has gone on to define a way to share the creative process, of collaboration and networking. It is a state of constant improvement that part of the acceptance that the project will never reach a final version.

Virtual existentialism. Understands the human existence inseparable from the multiple digital beings we embody when turning on the computer. Their digital bodies and their actions are, therefore, an intrinsic part in the formulation of identity; indivisible extensions of the human condition.

Gamification / gamification. Use of elements, dynamics and mechanics of the game in work or learning contexts. It seeks to increase extrinsic motivation, productivity and direct learning. It is criticized for being used as a tool to regulate and manipulate society.

Variable game Game model that consists of exploring the alternative possibilities of playing, overcoming the plot to be able to experience the environment of the game as a living space, open to interpretation and to multiple paths.

Maquinema (Machinima). Hybrid word between "cinema" and "machine". It serves to define linear video creations that use scenes, characters or 'engines' of video games as film material.

Tecnophobia It is the fear or aversion towards new technologies or complex devices, especially towards computers.

Technoludism. He understands video games, the internet and technology in general as tools for technologically mediated pedagogical-pedagogical teaching. Proposes to generate new teaching models capable of facing the necessary challenge of critical and inclusive digital literacy.

Tecnorrealism It will refer to critical thinking about the role that technologies take in human evolution and daily life. Understands and analyzes technology from a less polarized perspective and that looks after basic human values.

Technological utopianism Technological utopianism refers to any ideology based on the belief that advances in science and technology will lead to a utopia, or at least help to fulfill some utopian ideal.

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