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Video game art
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{{Short description|Creative works using existing video game structure as its media}} {{Hatnote|Not to be confused with [[Video game art design]], [[Art game]], or [[Video games as an art form]].}} {{Multiple issues| {{original research|date=April 2010}} {{more citations needed|date=February 2012}} {{lead rewrite|date=March 2013}} }} {{Art and video games}} '''Video game art''' is a form of [[computer art]] employing [[video game]]s as the [[artistic medium]]. Video game art often involves the use of [[Patch (computing)|patched]] or [[Mod (video gaming)|modified video games]] or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than [[Art mod|artistic modification]] and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc.<ref>{{Cite book|title=Works of Game.|last=John.|first=Sharp|date=2016-01-01|publisher=The MIT Press|isbn=9780262029070|oclc=936302522}}</ref><ref>{{Cite book|title=Videogames and Art|last1=Andy|first1=Clarke|last2=Grethe|first2=Mitchell|date=2013-01-01|publisher=Intellect|isbn=9781841504193|oclc=876434897}}</ref> It may also include the creation of [[art game]]s either from scratch or by modifying existing games. Notable examples of video game art include [[Cory Arcangel]]'s ''[[Super Mario Clouds]]'' and ''[[I Shot Andy Warhol (Arcangel)|I Shot Andy Warhol]]'',<ref name="CM">Andy Clarke and Grethe Mitchell (eds.),''Videogames and Art'' (Intellect Books, 2006).</ref> [[Joseph Delappe]]'s projects including "Dead in Iraq" and the "Salt Satyagraha Online: Gandhi's March to Dandi in Second Life,"<ref>Mail Away: War Correspondence at Home and Away, by Lindsay Kelley, in the Media-N Journal of the New Media Caucus {{cite web|url=http://www.newmediacaucus.org/html/journal/issues.php?f%3Dpapers%26time%3D2009_summer%26page%3Dkelley |title=Media N Online Journal |access-date=March 10, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130518135157/http://www.newmediacaucus.org/html/journal/issues.php?f=papers&time=2009_summer&page=kelley |archive-date=May 18, 2013 }}</ref><ref>{{Cite web |url=http://www.furtherfield.org/netbehaviour/salt-satyagraha-joseph-delappe-review-natasha-chuk |title=The Salt Satyahgraha by Joseph Delappe - review by Natasha Chuk, in Furtherfield |access-date=2013-03-10 |archive-date=2013-11-09 |archive-url=https://web.archive.org/web/20131109050355/http://www.furtherfield.org/netbehaviour/salt-satyagraha-joseph-delappe-review-natasha-chuk |url-status=dead }}</ref> the 2004-2005 Rhizome Commissions "relating to the theme of games,"<ref>{{Cite web |title=Rhizome Commissions |url=http://rhizome.org/commissions/}}</ref> [[Paolo Pedercini]]'s [[Molleindustria]] games such as "Unmanned" and "[[Every Day the Same Dream]]", and [[Ian Bogost]]'s "[[Cow Clicker|Cowclicker]]." Artistic modifications are frequently made possible through the use of [[level editor]]s, though other techniques exist. Some artists make use of [[machinima]] applications to produce non-interactive animated artworks, however artistic modification is not synonymous with machinima as these form only a small proportion of artistic modifications.{{Citation needed|date=April 2010}} Machinima is distinct from art mods as it relies on different tools, though there are many similarities with some art mods.{{Citation needed|date=April 2010}} Like video games, artistic game modifications are often interactive and may allow for single-player or multiplayer experience. Multiplayer works make use of networked environments to develop new kinds of interaction and collaborative art production.
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