Psychasthenia Studio and the Gamification of Contemporary Culture
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | https://doi.org/10.17645/mac.v6i2.1351 |
Resumo: | What does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, Psychasthenia Studio, has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in Critical Play, “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary Psychasthenia Studio between 2009‒2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. Psychasthenia Studio simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the Psychasthenia games, our hope is that users both co-author and witness their own participation in the system. |
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Psychasthenia Studio and the Gamification of Contemporary Cultureactivist games; critical play; game studies; gamification; installation art; new media; psychology; subversion; videogamesWhat does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, Psychasthenia Studio, has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in Critical Play, “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary Psychasthenia Studio between 2009‒2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. Psychasthenia Studio simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the Psychasthenia games, our hope is that users both co-author and witness their own participation in the system.Cogitatio2018-06-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v6i2.1351oai:ojs.cogitatiopress.com:article/1351Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 90-1022183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/1351https://doi.org/10.17645/mac.v6i2.1351https://www.cogitatiopress.com/mediaandcommunication/article/view/1351/1351Copyright (c) 2018 Victoria Szabohttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSzabo, Victoria2022-12-20T10:57:50Zoai:ojs.cogitatiopress.com:article/1351Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:20:33.182604Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Psychasthenia Studio and the Gamification of Contemporary Culture |
title |
Psychasthenia Studio and the Gamification of Contemporary Culture |
spellingShingle |
Psychasthenia Studio and the Gamification of Contemporary Culture Szabo, Victoria activist games; critical play; game studies; gamification; installation art; new media; psychology; subversion; videogames |
title_short |
Psychasthenia Studio and the Gamification of Contemporary Culture |
title_full |
Psychasthenia Studio and the Gamification of Contemporary Culture |
title_fullStr |
Psychasthenia Studio and the Gamification of Contemporary Culture |
title_full_unstemmed |
Psychasthenia Studio and the Gamification of Contemporary Culture |
title_sort |
Psychasthenia Studio and the Gamification of Contemporary Culture |
author |
Szabo, Victoria |
author_facet |
Szabo, Victoria |
author_role |
author |
dc.contributor.author.fl_str_mv |
Szabo, Victoria |
dc.subject.por.fl_str_mv |
activist games; critical play; game studies; gamification; installation art; new media; psychology; subversion; videogames |
topic |
activist games; critical play; game studies; gamification; installation art; new media; psychology; subversion; videogames |
description |
What does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, Psychasthenia Studio, has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in Critical Play, “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary Psychasthenia Studio between 2009‒2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. Psychasthenia Studio simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the Psychasthenia games, our hope is that users both co-author and witness their own participation in the system. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-06-07 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.v6i2.1351 oai:ojs.cogitatiopress.com:article/1351 |
url |
https://doi.org/10.17645/mac.v6i2.1351 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/1351 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/1351 https://doi.org/10.17645/mac.v6i2.1351 https://www.cogitatiopress.com/mediaandcommunication/article/view/1351/1351 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 Victoria Szabo http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Victoria Szabo http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
dc.source.none.fl_str_mv |
Media and Communication; Vol 6, No 2 (2018): Games Matter? Current Theories and Studies on Digital Games; 90-102 2183-2439 reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
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1799130654083907584 |