A Methodology and Case Study Exploring the Work of Jason Rohrer Why did I do this research It is the next step in understanding the relationship between Games and Art There is MORE to the conversation than just this one piece of research and point of view ID: 808132
Download The PPT/PDF document "Integrating Games into the Artworld:" is the property of its rightful owner. Permission is granted to download and print the materials on this web site for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.
Slide1
Integrating Games into the Artworld:
A Methodology and Case Study Exploring the Work of Jason Rohrer
Slide2Why did I do this research?
It is the next step in understanding the relationship between
Games and Art.
There is MORE to the conversation than just this one piece of research and point of view (or lens if you prefer Jesse Schell’s way of communicating)http://www.jesseschell.com/
Slide3Part 1
Background information
Slide4What is “The Artworld”
“The Artworld” is the provider of an
operational/institutional theory of art
that participants use to distinguish art from non-art. The Artworld institutional network is the ground of possibility for anything to appear as art for us today. (according to the people that
are in
support of it)
There are other ways to look at the Art Community but that is a subject for another day.
Slide5What does the system look like?
Slide6History of the relationship between The Artworld and Games
Or – how have games been collected in the past?
http://www.moma.org/collection/
Option 1: as an artifacthttp://mentalfloss.com/article/62089/11-ancient-board-gameshttp://www.britishmuseum.org/research/collection_online/collection_object_details.aspx?assetId=32583001&objectId=8817&partId=1
UR [3000 BC]
Middle East Department
Slide7Option 2: Collected as Sculpture
Xul
Solar
Pan Game and Marionette I Ching http://www.moma.org/collection/works/110562?locale=enThe Museo
Xul
Solar in Buenos Aires
http://www.atlasobscura.com/places/xul-solar-museum
1945
Painting and Sculpture Department
Slide8A better picture of Pan Chess
(sometimes called Pan Game)
Slide9Another example of a piece collected in the Painting and Sculpture Department
Gabriel Orozco
Horses Running Endlessly
1995
Painting and Sculpture Department
http://www.moma.org/collection/works/81977?locale=en
Slide10Sidebar: Chess and Art
Duchamp
On Chess
Video
Beckett
Endgame (a play in one act)
The woman in this photo is author
Eve
Babitz
and this was taken at the Pasadena Art Museum during the opening for the Duchamp Retrospective in 1964. The photo is linked to the museum webpage about the exhibition. Get the Vanity Fair version
here
.
Slide11Other Artists who made chess games (there are a bunch – here are two)
DEADALIVE
2012
Tim Noble and Sue Webster
http://www.timnobleandsuewebster.com/deadalive_2012.html
Do You Feel Comfortable Losing?
2006
Barbara Kruger
Chess Set Link
https://www.youtube.com/watch?v=aRVqFfnud-I
Slide12Option 3: Collected as aDrawing and/or Print
George Brecht
Games & Puzzles/Ball Puzzle http://www.moma.org/collection/works/128043?locale=enFluxus Artist
1965
Drawings and Prints Department
Slide13Another example of a piece collected in the Drawings and Prints department
Mieko
Shiomi
Events and Games http://www.moma.org/collection/works/128122?locale=en
1964
Drawings and Prints Department
Slide14Mieko Shiomi
(more of her work)
Slide15Option 3: Collected as Media and Performance Art
Feng
Mengbo
Long March: Restart https://www.youtube.com/watch?v=HE22-pFPo0o
What was the Long March?
In 1934, the Communists left their base in southeast China, where they had been more easily attacked by the Nationalists, and wound their way over 6,000 miles to the north on their Long March. The journey took
two years
.
http://artasiapacific.com/Magazine/WebExclusives/LongMarchRestartFengMengbo
2008
Media and Performance Department
http://www.moma.org/collection/works/122872?locale=en
Slide16Option 4: Collected as Design
Allan Alcorn
Pong
1972
Architecture and Design Department
http://www.moma.org/collection/works/169920?locale=en
Slide17And this is where we find Jason Rohrer.
Jason Rohrer
Passage
2007
Architecture and Design Department
http://www.moma.org/collection/works/145533?locale=en
Slide18In the Artworld the divide between Art and Design is clear
Paola
Antonelli
: Why I brought Pac-Man to MoMAJonathan Jones from The Guardian. "Sorry, MoMA, video games are not art.“@ min 04:20 “You know, it's like once again there's this whole problem of
design being often misunderstood for art
, or the idea that is so diffuse that designers want to aspire to, would like to be called, artists. No.
Designers aspire to be really great designers
. Thank you very much. And that's more than enough.”
Slide19Jason Rohrer is clear about his intentions.
He is an Artist and the games he makes are Art
So why is his work in the DESIGN collection?
Slide20Part 2
The Methodology: A path for integration into the Artworld
…using Jason Rohrer’s work as a case study
Slide21There are 3 phases to the methodology.
Phase 1
Slide22Phase 2
Slide23Phase 3
Slide24Case Study: Jason Rohrer
Jason Rohrer has been chosen for this study because he fits certain criteria.
First
, he has self identified as an artist and has written and verbal artifacts on this score to examine. Second, he has produced artworks to compare to his or her artifacts. Third, he is not trained as an artist per se, but instead has an educational and professional background rooted in computer science and game design.
This third point is important because his work has never undergone the rigor of art critique such as is found in art schools. This inexperience, invariably, has created gaps in his work. These gaps allow for discussions that, in turn, add to the dialogue as to how to approach games as art.
Fourth
, his work has crossed the boundaries of the game and art worlds and has written artifacts to examine on that point.
Slide25The Work
Jason Rohrer seems to be obsessed with hypothetical situations. His games constantly ask,
“What if?”
In his game Passage (Rohrer, 2007), the player is asked to make life choices. What if I stay single and search for treasure?
What if I get married?
What if I get married and search for treasure with my wife? In another one of his games,
Idealism
(Rohrer, 2008), he asks,
“What happens when your ideals … stand in the way of one of your goals?” (Rohrer, 2008)
Immortality
(Rohrer, 2008)
is a game in which he posits,
“If you could choose immortality, would you?” (Rohrer, 2008)
Each of his games has a built-in conundrum, and in each of these games one choice does not give a better outcome than another, just a different one, or maybe makes no difference at all.
Slide26Phase 1: Mimetic, Pragmatic, Expressive, and Objective
When examining the work through a
mimetic
lens, I first take into account the appropriation of an 8-bit imagery. Since 8-bit imagery does not strive for a sophisticated depiction of nature, this path of critique is irrelevant and I abandon it.
Slide27Pragmatic
However, since the work does seem to want to please the audience with a nostalgic use of the 8-bit imagery, and it does want to move or instruct the viewer through the use of conundrums, a
pragmatic
critique is appropriate.
Slide28Passage
Immortality
Idealism
Slide29Expressive
Slide30Passage
Immortality
Idealism
Slide31Objective
Rohrer's games expect to delight, move, instruct, and express. Therefore, they do not fit the criteria for an objective lens. The games are more than games because they mention and allude to the outside world and the artist's inner world in all cases.
Slide32Phase 2: Examination of Premise
Slide33Slide34Passage
Immortality
Son Of Man
Rene Magritte
1964
Oil on Canvas
Slide35Phase 3: Artworld conventions, Immortality
Slide36Is there documentation? Yes.
Slide37Artistic Identification
Slide38This is where Immortality fails
Slide39Phase 3: Artworld conventions, Passage
Slide40Slide41Slide42Slide43Slide44Slide45A theory as to why the classification of the piece (
AS DESIGN
) has come to pass may be found in remaining questions in phase three of this critique process.
Slide46Slide47The first of the remaining questions: "Is the work aware of the history of similar works?" brings to the forefront the question: what are similar works? What games has the MoMA collected and categorized as art?
Slide48Xul
Solar’s
Pan Chess
Slide49Fluxus Games
Slide50Feng Mengbo’s
Long March: Restart
Slide51Memento Mori
Munch
Picasso
Kentridge
Salcedo
Slide52This is where Passage fails
Slide53Conclusion
This is the rigorous critique process that an artist opens their work up to when they self identify that the work is intended for collection and preservation in an Art Museum.
Slide54How games are a new predicate for Art
Article that is
Free and Open
to the publicGames as New Predicate for Art: What can Arthur Danto’s Theory Reveal about the Role of Games in Art?http://ijah.cgrd.org/images/vol.1no.4/7.pdf
Slide55Game Over
Theresadevine.com
Studio4GamingInnovation.com
theresadevine@gmail.comtcdevine@asu.edu