User:Alessia/poetry and games: Difference between revisions

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=The social aspect of videogames, society and play=
 
The beauty of video games, as an ever evolving medium, lies in their complexity and the plenty of ways they can be interpreted in terms of their social role, meaning, and use.
I believe video games are a complete medium, including so much within them. They are a part of almost everyone's lives, with many of us growing up with a favourite game. Video games are eclectic and constantly evolving, applying themselves to various spheres of social and personal life.
As technology advances, play is becoming more integrated into our daily lives. The boundaries between play and reality are blurring, with gamification influencing various aspects of work, education, and social interaction. In the future, play could become even more immersive and pervasive, potentially reshaping our understanding of reality and our experiences within it.
 
Playing as an adult is no longer considered bad. In fact, adult games now generate the most money for the industry. At the same time, it seems that playing and games are becoming less about targeting specific age groups. The industry aims to make everyone happy, easing the game experience while trying to bring deep and “adult” themes on the table.
This got me wondering about what it even means to play. My research could then go into the concept of play itself and how it changed during human history, considering the roles of rituality, ritual spaces, liminality and gamification of reality in it. What does it mean to play now compared to the past, and what could it become in the future?
What's interesting is that I would say the same thing about any artistic medium. For me, the best part of art lies in its ability to explore reality along a parallel line, capturing details in unique ways while simultaneously reflecting society and reality. Whether or not we consciously recognise it, art serves as a mirror to our world, offering insights into what reality and society truly are.
 
I am tracing parallel lines here to connect contemporary art and the videogame industry, to explore the difference between the interactive art pieces placed in museum and videogames played by people on their personal screens. At the same time examine why art galleries often contribute to the perception of art as elitist, while the accessibility of video games might lead to their being perceived as “less” artistic worthy. Is the videogame industry even elitist?
 
In my research I would like to explore video games as a medium for human experience and emotion, examining its intersection with contemporary art. With a background in visual arts I am intrigued by the blurred boundaries between digital art forms, where to place video games within this spectrum.
 
*The concept of Play
*Gamification of reality, productivity, mental health, meditation, spirituality and other piece of the puzzle
*Adult engagement with videogames, nostalgia, PEGI, sexuality and violence
*Art mirroring society, obsession with interactivity
 
=Games narrative, poetic, little games=
 
Gaming to me offers moments of detachment, but not a total disconnection from self or reality. Gaming is exploring reality in a different way so to find out about the world from a different perspective, this is something I could apply to any medium isn’t it? But videogames stand out because of the level of involvement they demand. The mental focus, muscle movements, and direct interaction make the experience more immediate and profound.
 
For me, gaming is about exploring the human experience. It's about enjoying moments and reflecting on themes through mechanics, aesthetics, and emotions.
This is why I have a deep appreciation for indie games, those crafted by small teams or even a single passionate creator. These games inspire me and speak to me in unique and meaningful ways, making each moment spent with them truly valuable.
 
I plan to investigate the “indie” industry, what does it even mean to be independent, considering the attraction to small creators to the appeal of open source tools and media, and understanding how these elements contribute to the distinctiveness of indie games.
Exploring the nuances between small, poetic, and often experimental video game projects and the expansive, industry AAA titles. I want to examine how imperfection these different scales and approaches affect creativity, narrative innovation, and player experience, and how each contributes to the broader landscape of video game art and culture.
 
One of the main focuses should be narration, exploring how storytelling is crafted through art and video game development. I will examine linear and nonlinear narrative structures, poetic language, and the creation of purpose within games. Additionally, I intend to explore how games evoke emotions such as horror and fear, and other affective experiences.
 
*Narration and storytelling
*Expressive computation and interactive media
*Little games and the indie industry, faking the small aiming for the big
*Game poems

Revision as of 16:13, 13 August 2024

The social aspect of videogames, society and play

The beauty of video games, as an ever evolving medium, lies in their complexity and the plenty of ways they can be interpreted in terms of their social role, meaning, and use. I believe video games are a complete medium, including so much within them. They are a part of almost everyone's lives, with many of us growing up with a favourite game. Video games are eclectic and constantly evolving, applying themselves to various spheres of social and personal life. As technology advances, play is becoming more integrated into our daily lives. The boundaries between play and reality are blurring, with gamification influencing various aspects of work, education, and social interaction. In the future, play could become even more immersive and pervasive, potentially reshaping our understanding of reality and our experiences within it.

Playing as an adult is no longer considered bad. In fact, adult games now generate the most money for the industry. At the same time, it seems that playing and games are becoming less about targeting specific age groups. The industry aims to make everyone happy, easing the game experience while trying to bring deep and “adult” themes on the table. This got me wondering about what it even means to play. My research could then go into the concept of play itself and how it changed during human history, considering the roles of rituality, ritual spaces, liminality and gamification of reality in it. What does it mean to play now compared to the past, and what could it become in the future? What's interesting is that I would say the same thing about any artistic medium. For me, the best part of art lies in its ability to explore reality along a parallel line, capturing details in unique ways while simultaneously reflecting society and reality. Whether or not we consciously recognise it, art serves as a mirror to our world, offering insights into what reality and society truly are.

I am tracing parallel lines here to connect contemporary art and the videogame industry, to explore the difference between the interactive art pieces placed in museum and videogames played by people on their personal screens. At the same time examine why art galleries often contribute to the perception of art as elitist, while the accessibility of video games might lead to their being perceived as “less” artistic worthy. Is the videogame industry even elitist?

In my research I would like to explore video games as a medium for human experience and emotion, examining its intersection with contemporary art. With a background in visual arts I am intrigued by the blurred boundaries between digital art forms, where to place video games within this spectrum.

  • The concept of Play
  • Gamification of reality, productivity, mental health, meditation, spirituality and other piece of the puzzle
  • Adult engagement with videogames, nostalgia, PEGI, sexuality and violence
  • Art mirroring society, obsession with interactivity

Games narrative, poetic, little games

Gaming to me offers moments of detachment, but not a total disconnection from self or reality. Gaming is exploring reality in a different way so to find out about the world from a different perspective, this is something I could apply to any medium isn’t it? But videogames stand out because of the level of involvement they demand. The mental focus, muscle movements, and direct interaction make the experience more immediate and profound.

For me, gaming is about exploring the human experience. It's about enjoying moments and reflecting on themes through mechanics, aesthetics, and emotions. This is why I have a deep appreciation for indie games, those crafted by small teams or even a single passionate creator. These games inspire me and speak to me in unique and meaningful ways, making each moment spent with them truly valuable.

I plan to investigate the “indie” industry, what does it even mean to be independent, considering the attraction to small creators to the appeal of open source tools and media, and understanding how these elements contribute to the distinctiveness of indie games. Exploring the nuances between small, poetic, and often experimental video game projects and the expansive, industry AAA titles. I want to examine how imperfection these different scales and approaches affect creativity, narrative innovation, and player experience, and how each contributes to the broader landscape of video game art and culture.

One of the main focuses should be narration, exploring how storytelling is crafted through art and video game development. I will examine linear and nonlinear narrative structures, poetic language, and the creation of purpose within games. Additionally, I intend to explore how games evoke emotions such as horror and fear, and other affective experiences.

  • Narration and storytelling
  • Expressive computation and interactive media
  • Little games and the indie industry, faking the small aiming for the big
  • Game poems