2. Definition of a game - Are games Art?
Roger Caillois 1961, p.10-11.
an activity which is essentially: Free (voluntary), separate [in time and space], uncertain, unproductive, governed by rules, make-
believe, but separate and outside of the everyday realm.
Bernard Suits 1978, p. 34.
To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means
permitted by rules, where the rules prohibit more efficient in favor of less efficient means, and where such rules are
accepted just because they make possible such activity.- The lusory attitude is the psychological attitude
required of a player entering into the play of a game. To adopt a lusory attitude is to accept the arbitrary
rules of a game in order to facilitate the resulting experience of play.
Wittgeinstein - familial - Gant, Cluster theory - define
something through a collection of similar elements, some but not
all.
3. Caillois game elements
Caillois constructs his classification of games into four main
categories: agôn (competition), alea (chance), mimicry (simulation),
and ilinx (vertigo),
Mechanics - elements -
4. Play or games - end goals, experience.
Padia or Ludic - Cailois -
7. The Rain Room Barbican Mike Nelson
The New economy - Experiential
Escape Rooms - Secret Cinema - promenade theatre
Immersion
World building
liminal
Mcgonical - Reality is Broken, people
are moving to the virtual, because they
see greater satisfaction than in their so
called real lives, we have to make life
more like games.
9. The Interface
Mimetic Interfaces - replicate world objects
In game states Wii controller
An interface extends the reach
of the player into the gameworld.
Walton Imaginary Prop
Wurm Erwin: One Minute Sculptures:
14. david Belt Glassphemy
Games with purpose - gamification - serious - art
with social purpose
Gamification - gaming constructs
and design principles in non
gaming environments
Piano stairs
FUN - can art be fun
Is fun trivial?
MEANINGFUL PLAY - connection of
actions to the activity - responsivness.
15. CASUAL GAMES - Julls for participation
Fishbone’s Doug Leisure land golf: designed by artists.
22. Surrealist games
According to the Surrealist
Manifesto, automatism is a
pure state where one
expresses the actual
functioning of thought not
being dictated by reason
and exempt from any
aesthetic or moral concern.
Based on the creative use
of automatism, the
Surrealists borrowed from
children’s games.
25. Fluxus 1960-70s
Fluxus had no single
unifying style. Artists used a
range of media and
processes adopting a ‘do-it-
yourself’ attitude to creative
activity, often staging
random performances and
using whatever materials
were at hand to make art.
Seeing themselves as an
alternative to academic art
and music, Fluxus was a
democratic form of creativity
open to anyone.
Collaborations were
encouraged between artists
and across artforms, and
also with the audience or
spectator. It valued
simplicity and anti-
commercialism, with chance
and accident playing a big
part in the creation of works,
and humour also being an
important element.
27. Time Travel FluxKit – Shorouq Ghneim
Puzzles, are the
games
Uncertainty - is that a
need for a game
Goals - must the task
be logical, have an end
conclusion
Fluxes boxes were
nonsensical, the task
not completable.
Rule set
Scores
Rule
transference
.
28. The Situationist International
Due to its marginal existence in relation to the
oppressive reality of work, play is often regarded as
fictitious. But the work of the situationists is precisely
the preparation of ludic possibilities to come. Guy
Debord
An important concept of situationist theory was the
primary means of counteracting the spectacle; the
construction of situations, moments of life deliberately
constructed for the purpose of reawakening and
pursuing authentic desires, experiencing the feeling of
life and adventure, and the liberation of everyday life
The Beach Beneath the Street
Drift - the idea of moving aimlessly
moving though the city, or with no fixed
point, experiencing the city.
29. Janine Harrington -
3 x 3 (formerly ABACUS/ Car Park)
Huizinga magic
circle a bounded
space set apart from
normal life. Inside the
magic circle, different
rules apply, and it is a
space where we can
experience things not
normally sanctioned or
allowed in regular
space or life.
Liminal - Boundaries
31. Gabriel Orzoco Ping Pond
The well played game
The new games movement.
Bernard De Koven,
Moving games away from
competition and creating new
social games. Extending
rallies in a game, or a more
experienced player helping
another to prolong the game.
Moving it to performance
32. ImprovEverywhere, the Mp3 experiment
Why do we participate - Self determination Theory
Autole
Extern
Rewards
33. Wii are out of control - gestural excess bart simon
karina smigla-bobinski ada
https://www.thisiscolossal.c
om/2018/05/ada-by-karina-
smigla-bobinski/
36. Claire Bishop, Artificial Hells, Delegated performance artists use other people to
make their work.
Relational art - Nicolas Bourriaud. The artist can be more accurately viewed as the "catalyst" in
relational art, rather than being at the centre
Spencer
Tunick
37. Pervasive games - games
that are played in and on
the streets. Often with
technology
40. As in the development of gamestation like the Wii, the element of gaming has moved from the screen to the participants in the real
space playing the game, and they are spectorial, watchable.
45. Jason Rohrer
Passage’s creator, Jason Rohrer, is the subject of a new exhibition at Wellesley
College’s Davis museum, “The Game Worlds of Jason Rohrer,” which is being
touted as the first solo art museum retrospective for a video-game designer.
(Passage is already a permanent part of MoMA’s collection.)
46. Ricardo Miranda Zúñiga’s
Vagamundo: A Migrant’s Tale A platform
games.
Art games that question the media, and question society Critical gaming.
Vagamundo: A Migrant's Tale is a mobile public art project designed for on
the street interaction to create temporary public commons as well as an
online game. Through a mobile cart resembling an ice cream cart
pedestrians are invited to play a video game that reflects the plight of illegal
immigrants in New York. The project is informed by interviews that I
conducted with new immigrants from Latin America residing in Manhattan
and Brooklyn. The game is composed of three levels each level represents a
move up in the social scale and assimilation to the United States. making
playful gamified works that are critical of society, are progressive
and revolutionary. Artists use games to critique society.
47. Serious Games - Games designed for purposes outside of entertainment and to encourage participants
to engage with a subject.
Notas do Editor
What is the difference between play and a game, Paidia - free play and Ludic, which is play with rules. Though does open play become Ludic, people make rules as they play. What has art and games, and ply got in common. A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.
The Surrelists, ( is golf a surreal game, a performance, We dress in hats and socks over trousers,and then in the most complex and hardest way possible we try and get a small ball into a small hole from a great distance using only a stick.
By Kim Navarre from Brooklyn, NY - Labyrinth of Failure by Chris Hackett and Eleanor LovinskyUploaded by McGeddon, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=9565133
S1 Brutulist playground Baltic - The play grond project
Like the situationist, it is about hte spectacle, reclaiming social spaces, and urban areas. Transorming everyday environments. This situationist concern has led ot modern day phenomone such as the flash mob. Her practice includes participatory, live art explorations of public space, utilising strategies of collaboration and spontaneous interaction. These strategies can be conceived as ‘urban survival skills for the twenty first century’ - A street manual that turns the environment into spaces to play games.
Why do we do what we do, why do art, why go see art, what motivates us. How oculd you get people or participants invovled in projects. Why are you here, why am I here, is it external rewards, or intrinsic rewards that motivates us. Have you ever experienced a state of flow, maybe when doing your artwork. David Hockney said he has spent his life only doing what he wants to do. Think about the audience, about what they get from seeing your work, what do they take away from it, what is the experience they have.
The Surrealists games were Chain games, Conditionals, Echo poems, The Game of Exquisite Corpse
What game elements does this have. Marcel Duchamp was fascinated by the game. At first, Duchamp treated chess as a found object and cultural phenomenon.
“I am still a victim of chess. It has all the beauty of art - and much more. It cannot be commercialized. Chess is purer than art in its social position. (On giving up art to play chess)” On March 5, 1968, Duchamp and his wife, Teeny, participated in Reunion, a musical work by John Cage.
What is the metaphor here,has she added any gaming elements to the game. Yoko Ono broke down the prototype of the chess and generated open-ended and infinite games. Changes the way people play the game, the stratergies and skills needed. Maybe makes them play collaobratilvly. Fluxus - Yoko Ono (1971) ‘Play it with trust’ all pieces are white. Opposed to serious-ness and the ossification of art as object, Fluxus artists sought a new art practice, one that was open to humor, intimacy, player agency, and various aspects of performance. “Because games lend themselves to humor, often require physical participation, and undermine the seriousness of art that certain Fluxus artists opposed, they were a per-fect medium for Fluxus expression and experimentation.
This is artists working with existing game structures, that is important to them culturally, chess is predominant before electronic games. Several Fluxus artists created games as interventions that could work to open every-day life to more careful examination, rendering social moments as acts of exchange or opportunities to critique larger political situations. Takako Saito disrupted various materials for aesthetic experience in chess games such as spice chess, where you had to smell the pieces to work out what they were. According to Yoshimoto, Takako Saito’ chess sets became the embodiment of the Fluxus philosophy in their merging of strategy and humor
Is this a game, is using rules and challenges, or puzzles game play game theorist Juuls feels that this structure is borderline games. Fluxkits: boxes holding play items and, possibly, instructions. These were a range of inexpensive, even disposable, interactive game- like works, and Flux games were performed at Fluxus events.
The Situationist International (SI) was an international organization of social revolutionaries made up of avant-garde artists, intellectuals, and political theorists, prominent in Europe from its formation in 1957 to its dissolution in 1972.The intellectual foundations of the Situationist International were derived primarily from anti-authoritarian Marxism and the avant-garde art movements of the early 20th century, particularly Dada and Surrealism
An important concept of situationist theory was the primary means of counteracting the spectacle; the construction of situations, moments of life deliberately constructed for the purpose of reawakening and pursuing authentic desires, experiencing the feeling of life and adventure, and the liberation of everyday life
Drift - the idea of moving aimlessley though the city, or with no ficed point, experienceing the city.
is a playful and colourful dance installation that behaves like a multi-player game where it’s the taking part that counts. The audience play an active role in triggering the dancers with their own walking or running in the space. The dancers’ movements reveal patterns and relationships in response to different numbers of "players" and their movements in the space.
The idea of instructions, a modern updatng of the FLuxus kits, is this Caillios Mimicry.
Reskining existing games. How would you change other games and sports to make them art, to make them performative.
Artist Ricardo Basbaum (Brazilian, b. 1961) leads a workshop exploring group dynamics and the relationship between architecture and individual bodies through a series of interventions throughout the Museum. Participants wear t-shirts imprinted with the word “ME” or “YOU” in either English or Portuguese. Each group performs a set of instructions that correspond to drawings and proposals developed by the group. The resulting experiences are documented and displayed in the Studio.
Delegated performance… This is participatory, and the idea of games can be an organising principle for this. Do any of Caillos game descritptions fit these works. Rain Room by Hannes Koch, Florian Ortkrass and Stuart Wood, three contemporary artists and graduates from the Royal College of Art in London, who went on to found their own art studio, 'Random International. Stairs by the Fun Theory. "a set of artistic practices which take as their theoretical and practical point of departure the whole of human relations and their social context, rather than an independent and private space.
is one of the first location based games. Online players compete against members of Blast Theory on the streets. Tracked by satellites, Blast Theory's runners appear online next to your player on a map of the city. On the streets, handheld computers showing the positions of online players guide the runners in tracking you down.
Gold bars buried on the beach as part of the Folkstein Triennial in 2014
Passage’s creator, Jason Rohrer, is the subject of a new exhibition at Wellesley College’s Davis museum, “The Game Worlds of Jason Rohrer,” which is being touted as the first solo art museum retrospective for a video-game designer. (Passage is already a permanent part of MoMA’s collection.) Aside from putting to bed any lingering doubts about the genre’s artistic potential, the show presents an oeuvre that spans genres and conceits that would be difficult, maybe impossible, to tackle in a different pmedium. “It works both as a kind of philosophical object, but it’s also an immersive, playful experience that transcends any kind of interpretation that I might offer of it,” says Mike Maizels, the exhibition’s curator. Maizels first learned about Rohrer’s work via a Wired magazine article about the game Chain World, which was conceived to exist only as a single copy on a flash drive, to be played once and then passed on.
Art games that question the media, and question society Critical gaming. Vagamundo: A Migrant's Tale is a mobile public art project designed for on the street interaction to create temporary public commons as well as an online game. Through a mobile cart resembling an ice cream cart pedestrians are invited to play a video game that reflects the plight of illegal immigrants in New York. The project is informed by interviews that I conducted with new immigrants from Latin America residing in Manhattan and Brooklyn. The game is composed of three levels each level represents a move up in the social scale and assimilation to the United States. making playful gamified works that are critical of society, are progressive and revolutionary. Artists use games to critique society.
Darfur is dying - Welcome to Darfur is Dying. This narrative-based simulation was created in 2006 to put you in the shoes of a displaced Darfurian refugee.