Psychasthenia Studio and the Gamification of Contemporary Culture

Detalhes bibliográficos
Autor(a) principal: Szabo, Victoria
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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spelling 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
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identifier_str_mv oai:ojs.cogitatiopress.com:article/1351
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dc.relation.none.fl_str_mv https://www.cogitatiopress.com/mediaandcommunication/article/view/1351
https://doi.org/10.17645/mac.v6i2.1351
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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
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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)
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