<p><span>An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements.</span></p><p><span>The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, B
Avant-garde Videogames: Playing with Technoculture
β Scribed by Brian Schrank;Jay David Bolter
- Publisher
- The MIT Press
- Year
- 2014
- Tongue
- English
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements.
The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game.
We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and realityβas in alternate reality games, which adapt Situationist strategies for a mass audience.
β¦ Table of Contents
Foreword by Jay David Bolter
Acknowledgements
1 Videogames as Avant-garde Art
Mainstream and Avant-garde
Opening Up the Definition of Videogame
Avant-garde Is a Diverse Field of Formal and Political Strategies
Chapter Summaries
2 Radical Formal
Rise of Avant-garde Painting
Monopoly of Flow
Mainstream Games Are Formulaic Kitsch
Breaking Up Flow
Videogames, the Desperate Art
3 Radical Political
Rise of the Political Avant-garde
Monopoly of Safe Play
Radical Play
Sweet Griefing
Single-Player Political Games
The Playful Mob
Conservative Violence
Life, Art, Play, and Reality
4 Complicit Formal
Art Is Messy
Fluxus and Flow
Manic Avant-garde Cyborgs
Gentle Avant-garde Cyborgs
Affordance Mining
Art of Erasure
5 Complicit Political
Ad Hoc Utopias
World Games
Populist Avant-garde Politics
Detourning Shock
Gonzo Garners
6 Narrative Formals
Russian Formalism
Interactive Fiction
Ironic Realism
Dramatic Uncanny Valley
7 Narrative Political
Brechtian Theater
Brechtian Games
Liquefying Mediums
Liquefying Videogames
8 Conclusions
Call for Diversity
Not All That's "Good" Is Avant-garde
Notes
References
Index
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