Art, Games, and Technology

Computer Graphics: Effects of Origins, by Beverly Jones explains the relationship between art and technology. Jones states her thesis, “By reviewing specific works and what appear to be underlying conditions and assumptions that shaped these works, I hope to establish the relation of specific image, object, event or environment to conceptual frames. These frames exist within art and technology and are present in other forms of symbolic and material culture” (p21). Jones expands on this by giving a few historic examples such as the stone columns of ancient Egyptian architecture. They were based on earlier papyrus columns. This explains her thesis and the idea that art and technology have a relationship that influence one another. The article explains how theorists of art and humanities examine implicit assumptions about developing technologies and assist in directing the development of new technologies toward cultural desires/goals before technological ones. Art can be seen through technology (computer graphics) as it has evolved. One example of this is that color was first introduced for practical purposes, but then was also used to create images for aesthetic purposes.

In the article it was explained how technologists create a very technical and precise reality simulation through computer graphics (which makes images too perfect). It did not reflect the real world because there were no imperfections or irregularities. Artists found that they wanted to create technologies that displayed artistic movements (simulations to express human skill and machine capabilities).

Today artistic and technological elements are needed in daily life across many works (through practical and professional communities of advertising, entertainment, publishing, business, education, medicine, etc.). They are also both needed in the creation of games. In the article Jones states, “When scientists take these techniques to their logical limits in the technical/scientific realm, they find that they need to borrow the concepts and methods of artistic practice in order to create graphic images that look more real than images based solely on algorithms”(p 28).

I read a chapter from Explorations in Art and Technology, by Linda Candy. In her book it also explores the relationship of art and technology. Candy explains, “Perhaps the emerging order will be defined neither by artists nor by technologists alone. Instead, we may look forward to new types of collaborations that embrace the intersections between technology and art”(p266). It takes collaboration and willingness from both aspects to create great works. As time goes on, openness seems to be more common as technological and artistic aspects realize that they need each other to advance in today’s society.

 

Candy, L., & Edmonds, E. A. (2002). Explorations in art and technology: Intersection and correspondence. New York: Springer.

Technology

Jane McGonigal: Gaming can make a better world

A lot of gamers feel that they are not as good in life as they are in a game. In game worlds, individuals become the best versions of themselves (they are willing to try again and achieve greatness). In real life, we often feel overwhelmed or less able to achieve what we want. In games, there’s always something specific to be done to achieve a mission and there are also people there that are willing to help you. There is also constant feedback and encouragement throughout games. It is satisfying to be working toward an “epic win” (solving virtual problems). McGonigal explains how games have taught individuals to learn cohesiveness and life skills needed to work together and reach success. She says it gives gamers, “extreme optimism (meeting goals), social fabric (we like people better after playing a game with them—trust), blissful productivity (we are happier working hard at a game), and epic meaning (attached to inspiration)”. She says this leads to individuals who believe they are capable of changing the word (virtual versus real). I do not fully agree with this idea. A game may give someone a feeling of achievement and confidence, but these situations are not comparable to those in the real world. If they are really attaining these qualities from games, then they should be able to apply them to real-world situations.

McGonigal has devoted her gaming situation to help make the future a reality through these games. I understand her ideas behind this, but I do not necessarily think that individuals will be intrigued just because it has the label of a “game”.