Categories
Games Gamification Gaming Uncategorized

Smithsonian calls video games art, adds two to permanent collection

 

The Smithsonian American Art Museum announced yesterday that it has added two video games to its permanent collection: thatgamecompany’s hypnotic Flower, and Halo 2600, a side-scrolling de-make of Xbox shooter Halo.

Both games can be seen in the Smithsonian’s The Art of Video Games exhibition, currently on tour in the United States. In a statement, the museum called Flower — in which players control the wind — “an entirely new kind of physical and virtual choreography.” Interactivity was also cited as a reason for its inclusion in the collection, with the museum saying “the work cannot be fully appreciated through still images or video clips; the art happens when the game is played.” Halo 2600, developed in 2010 to work on the 36-year-old Atari 2600, is less obviously beautiful. Instead, it “deconstructs the gamers’ visual and virtual experience” by re-imagining the 3D shooter on a 2D plane, displaying “the ever-changing relationship between technology and creativity.”

The Art of Video Games is one of the first exhibitions to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies. It features some of the most influential artists and designers during five eras of game technology, from early pioneers to contemporary designers. The exhibition focuses on the interplay of graphics, technology and storytelling through some of the best games for twenty gaming systems ranging from the Atari VCS to the PlayStation 3.

Read more at: Smithsonian American Art Museum Acquires Video Games

Categories
Games Gamification Gaming

NY Games Conference

NY Games Conference is back to New York City with a fantastic line-up of speakers and sessions focused on digital game creation, distribution, monetization and marketing. Hundreds of industry leaders will gather to network, do deals, and share ideas about the future of games and connected entertainment.

This year’s agenda includes:

  •     View from the Top: The State of the Games Industry
  •     Monetizing Games through Free to Play
  •     From the Console to the Cloud: The Evolution of Game Distribution
  •     Advertising and Micropayments Models for Games
  •     Making Successful Games for iOS and Android
  •     Games Direct to Players: Redefining the Business of Games
  •     Social Casino Games: Winning Strategies
  •     Game Marketing Leadership Roundtable
  •     Video and Game-related Content
  •     Maximizing Value & User Acquisition on Social Platforms
  •     Investor Pitches
  •     Made in New York

Looking forward to see the following track:

From the Console to the Cloud: The Evolution of Game Distribution
While games are migrating to the cloud, traditional box games aren’t likely to disappear any time soon, or will they? This panel will discuss how new forms of distribution work for different types of games. Which devices are going to be driving the future growth of the gaming business?

This conference will be great for students who are interested in game design. I’m on a mission to see if they offer student group discounts for higher education.

Conference website: http://dmwgames.com/

Categories
Games Gamification Gaming

CFP: CUNY Games Festival, January 17, 2104

The City University of New York (CUNY) will be holding a one-day conference and festival dedicated to game-based learning pedagogies in higher education on January 17, 2014. We aim to bring together faculty, researchers, graduate and undergraduate students, game designers, and domain experts from various disciplines. Both CUNY and non-CUNY participation is welcome.

We are offering three general types of session formats: full-length presentations, short presentations, and more interactive demonstrations, including playtests of games-in-progress and post-mortems of completed projects. Proposals are due October 1st, 2013.

Topics addressed may include but are not limited to:
– Creating and using digital or non-digital games and simulations in higher education
– Working with students as they create games inside or outside the classroom
– Badges and in-game assessment
– Prototyping and/or playtesting
– Skill and drill games vs. deeper learning
– Comparisons of game-based learning to other pedagogies
– Discipline-specific games in higher education
– Critical thinking and social justice games
– Play-based learning
– The impact of games on the student and classroom experience

More information about the conference and the full call for proposals can be found at http://cunygames.org.

Categories
Games Gamification Gaming

MoMA Exhibit Showcases Video Games as Modern Art

On my list this summer is to visit New York’s Museum of Modern Art. The MoMA exhibit showcases video games as modern art. Are video games art? Definitely, games are a way to celebrate designs in every aspect of our life.
The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity.

I watched Paola Antonelli, Museum of Modern Art’s senior curator of architecture and design Ted Talk on her decision to use video games to help expand the limit of what “art” really is. She explains why she’s delighted to challenge preconceived ideas about art and galleries, and describes her burning wish to help establish a broader understanding of design.

MoMA had acquired six new games, including Pong (1972) Space Invaders (1978) Asteroids (1979) Tempest (1981) Yar’s Revenge (1982), and Minecraft (2011). They museum also obtained a Magnavox Odyssey, the first commercial video game console, which was designed in 1972 by Ralph Baer, “father of the video game.”

Video games are a new medium of design and expression. I believe that some games in history will be considered and remembered as a form of Art by many people.
The exhibition will be in display until Jan. 31, 2014.

Explore the museum:
http://www.moma.org/interactives/destination/destination.html

Resources:
http://www.pcmag.com/article2/0,2817,2421168,00.asp

Ted Talks:
http://www.ted.com/talks/paola_antonelli_why_i_brought_pacman_to_moma.html