Art games
referenced in paper below:
Natalie Bookchin, Intruder
(http://www.calarts.edu/~bookchin/intruder)
Metapet
(http://metapet.net/)
Esc to begin, Font Asteroids
(http://www1.zkm.de/~bernd/etb-os/net-condition/projekte.html)
Mouchette, Lullaby for a Dead Fly
(http://www.mouchette.org/fly/)
Sissyfight
(http://www.sissyfight.com/)
John Klima, Go Fish
(http://www.cityarts.com/lmno/postmasters.html)

Summary
This paper explores how the interactive paradigms
and interface designs of arcade classics like Breakout and Pong have been
incorporated into contemporary art games and offer new possibilities for political
and cultural critique.
Introduction
Breakout, the first mass marketable video game, was
a defining game experience for many in the 1970s.It positioned Atari at the
forefront of the game industry under the business union of Apple Computerís
founders, Steve Jobs and Steve Wozniak.The long-term potency of game culture
has since been firmly established.In 2001, twenty-five years after the original
version was released, MacSoft released a new Breakout that incorporated kidnapping
narratives, paddle angling, and power-ups into the classic game.Also last
year, the release of two powerful new consoles, Microsoftís XBox and Nintendoís
Game Cube, redoubled the hype surrounding the obsession with gaming.In 2000
the video gaming industry surpassed Hollywood in gross annual revenues to
become the second largest entertainment industry after music in the United
States.[1]
Retro-styled Art Games
The immense success of the gaming industry, now global,
has inspired droves of artists to create new works that pay homage to arcade
classics of the 1970s and 1980s. For example, Natalie Bookchin incorporates
interactive tropes from Pong and Space Invaders into work that demands both
manual dexterity and theoretical reading. Bookchinís game, The Intruder,
adapts a short story by Jorges Luis Borges about the life of two brothers
who fight for the mysterious woman both desire. Another art game project,
Font Asteroids, allows users to select information itself as the enemy.The
German collaborative, Esc to begin, designed the game to look much like the
arcade classic. After selecting a target URL, the text from that web site
becomes the interplanetary debris that you must shoot away. Like the original
Asteroids, the words in Font Asteroids break apart into smaller
and smaller fragmentsóin this case, prefixes, suffixes, and roots.
The exciting works of these game-influenced artists have begun to make their
way into elite museums. Several exhibitions showcasing art games were organized
in the last three years alone: Mass MOCAís ìGame Showî, the San Francisco
MOMAís ì010101: Art in Technological Times,î the Walker Art Centerís ìBeyond
Interface,î and the Whitney Museumís ìBitstreams.î Overall, the proliferation
of works by artist gamers in conjunction with the sweeping accomplishments
of the gaming industry has had a reverberating impact on a variety of cultural
institutions: art museums, grant organizations, and of course, art schools
Fanatical gamers and art schools
The tremendous success of the commercial gaming industry
has helped to shape curriculum at universities and art schools around the
world. Espen Aarseth, editor of the journal Game Studies, contends
that computer games, as a cultural field, will carve out new territory for
graduate programs.[2]
However, many art students seek only the computer and technical skills that
will enable them to secure design and programming jobs at game development
companies. These students often sacrifice valuable classes in political theory,
womenís studies, and economics among others to obtain a solid grounding in
software manipulation and code writing. Educators thus face a tremendous challenge
in striking the proper balance between technique, craft, and theoretical knowledge
in game-related media arts courses at both introductory and advanced levels.
The largest challenge remains satisfying student-driven demands for technical
skill while maintaining the intellectual and artistic integrity of art education.
Objectives of paper
My own intervention in the historical context elaborated
above involves a critical reading of the current surge in game-inspired interactive
art works. I began to investigate this new genre while developing a course
curriculum at the School of the Art Institute of Chicago. In ìInteractive
Multimedia: Breaking out of the Arcade,î intermediate-level students explore
the history of art games, beginning with the Surrealists and Duchamp and progressing
through the recent online experiments released by jodi.org. The principal
assignment asks each student to invent a unique version of Breakout that showcases
their ability to incorporate an individual narrative and concept within an
arcade-style form.
To develop a feminist politics and activist trajectory
in cyberspace, girls need to develop their own games. While this remains a
marginalized project in the game industry, artists have pursued it with vigor.
The emerging art game genre provides artists with a new structure to hack
masculinist institutions and power hierarchies. Perhaps the best current working
example of the ìlow artî form being elevated to ìhigh artî is Natalie Bookchinís
aforementioned The Intruder, an experimental adaptation of a short
story by Jorge Luis Borges. The game changes readers into players who move
through the linear narrative by shooting, fighting, ramming, and dodging objects.
Bookchin mines the arcade classics to tell the story of two brothers who fall
in love with the same woman. One of the most interesting moments in the game
happens in the Pong screen, in which the viewer and the computer compete for
points by batting a female icon back and forth. The war takes place atop a
field of fleshóphotographs of a nude female body appear each time one of the
players temporarily takes possession of the woman. The ìfieldî metamorphoses
from skin into turfóthe body becomes territory to possess in a game of football.
The story advances when one man tackles the other. Here, the narrator comments:
ìThey preferred taking their feelings out on others.î[8]
Computer games have traditionally provided a culturally sanctioned outlet
for male killing and sexual fantasies. Gamers can only advance in The Intruder
by perpetrating violent gestures. This novel, first person shooter structure
invites gamers to see how popular computer games perpetuate masculine ideologies
of spatial conquest, combat fantasies and sexual domination.
New spatial paradigms and modalities of play in the art game genre raise additional
questions about the permissibility of violent conduct by introducing new forums
for injustice into the online world. For example, in Lullaby
for a Dead Fly, the artist Mouchette invites the gamer to kill a fly
with a click of the mouse. In this simple interaction, the fly reminds us
that a click represents a choice, an assertion of power in her own elegiac
song: ìYou clicked on me, you killed me.î Likewise, Eric Zimmermanís Sissyfight,
an immensely successful project produced by the online magazine Word.com,
asks participants to consider the violence of words in a multiplayer online
game set in the context of a simple two-dimensional playground. Players participate
in a wickedly humorous catfight with other girls, using teases and tattles
to break down the self-esteem of other players and drive them away. Perhaps
to its detriment, the game allows players to scratch and grab in their quest
for points. The all-girl characters and witty repartee, not the semi-violent
combat, make the game novel.
As artists continue to work collectively to recontextualize and reinvent female
characters, so too must industry and gamers re-imagine the diverse cultural
possibilities of game space. The popular excitement around the culture of
cybergrrlism reveals a positive new interest in carving out an active space
for women to communicate, congregate, and play online. Yet in the absence
of roles for women in cyberspace different from those assigned to or by men,
there remains a profound ambiguity. As history shows us, todayís internet
originated as a system to serve war technologies. War games are but a fantastic
extension of militaristic laboratories. In the future, women must claim their
territorial rights not only as players of games but as producers, designers,
and developers of technologically mediated experiences like gamesógames that
are not war games, games that steer us toward a more engaged relationship
with complex female characters that refine todayís definitions of cyberfeminism.
Todayís art games and multimedia projects are opening the door to a more nuanced
description of virtual spaces that embrace a diverse array of characters and
modalities of play.
Conclusion
Game-inspired art works represent a vitally important
emerging form that explores new modes of visualizing space and time, and from
these investigations emerge new narrative models for interaction, new formats
for cultural and political critique, and alternative interfaces for game play.
John Klimaís multimedia installation, Go Fish, is a novel first-person
shooter game with real-time consequences óthe death of a goldfish.[9]
Housed in a retro-styled arcade cabinet, the game asks participants take moral
responsibility for their trigger-happy behaviors. Arcangel Constantiniís new
game, Atari Noise, features a hacked Atari 2600 that functions as an
audiovisual noise pattern generatoróa very abstract look at the spatial possibilities
inherent in the art game genre.

John
Klima's Go Fish.
From the straightforward Breakout sequence to the complex 3-D landscapes of
games like Quake, video games have collided with the world of art to forge
a new genre of art games. As artists, we have much more to explore in the
game format in terms of both spatial innovations and also game play. It is
our responsibility as artists to ìbreak outî our software design abilities
to continue to refine, via formal structure and cultural commentary, the realm
of game architecture to create new interactive structures for expression.