Posts Tagged: ‘Art History of Games’

This weekend, for the first time, I got so fed up with a game I was playing that I gave up on it and just watched the final cutscene on YouTube. Unfortunately, this didn’t really give me the closure I was looking for. Afterward, all I wanted to do was to start playing the game again from the beginning to see if knowing how it ended would change how I played or perceived what was going on.

Oddly enough, I had a similar experience, though for entirely different reasons, during February’s Art History of Games symposium.

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It’s been almost two weeks since I first sat down at the Art History of Games symposium, and I’m still processing what I heard and learned while I was there. I keep flipping through pages and pages of notes, circling back to the same ideas, mulling them over and thinking of how to approach them in the blog. Over the past few days, I’ve been returning to one key question — are art games games?

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After ducking out of work early last Thursday for the evening panels, I spent Friday and Saturday of last week at the Art History of Games symposium. Scholars, game designers, architects, museum curators and the like gathered to talk about how — or in some cases, whether — games have a place in the world of art. It was a densely packed weekend, and I’ll probably write more than one post about it this week. I’m starting off with the Thursday keynote by John Romero, game designer and artist most well-known for his work on games like “Wolfenstein 3D,” “Doom” and “Quake.”

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Today is one of those days when I really, really love my job. I’m scurrying around tying up loose ends so I can head out to a symposium called The Art History of Games later this afternoon. The symposium is co-hosted by The Savannah College of Art and Design and the Georgia Institute of Technology Digital Media Program, and it’s happening at Woodruff Arts Center’s Rich Auditorium here in Atlanta. It’ll be taking place from this evening through Saturday, Feb. 6.

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