Panel Statement
Panel: Games Betwixt and Between
It is high-time that the news that games are the post-cinematic cultural form was no longer news. The question whether games are art is not the right question partly because, in the era of powerful accessible tools and internet enabled distribution, there are much broader questions about what and why (high?) art is. What is clear is that the increasingly broad field of games already includes everything from blockbuster entertainment through serious games to “games d’auteur” and art-and-other-games. What is the relation between expressivity and rules? Whose expressivity? What, for example, does/could it mean to author playable media for appropriation? This presentation considers examples of some of the most provocative, irreverent current approaches to the game form –from Ian Bogost’s “A Slow Year” to the deliberate cultivation of radically mixed modes- including hybrids between the digital and non-digital such as Cockfight Arena or B.U.T.T.O.N. The presentation concludes by looking at two, very different, games being developed in Montreal with support from TAG, the Technoculture Art and Games Centre at Concordia and the related, Montreal Games Incubator.
- Lynn Hughes is Associate Dean for Research, Fine Arts, at Concordia University in Montreal, CA. She was instrumental in the structuring and funding of the Hexagram, Institute for Media Arts and Technology, the largest and most productive New Media hub in Canada. More recently she co-founded the Technoculture Art and Games Research Centre at Concordia in order to promote collaborative, interdisciplinary games research. Her current project is the design and production of a gesture based full body game.
Full text (PDF) p. 1244-1246 [Title somewhat different]