Neoludica : Art and videogames 2011-1966 / edited by Debora Ferrari, Luca Traini
Imprint
Milano : Skira, 2011
Descript
254 p. : ill. (chiefly color) ; 21 cm
SUMMARY
The first analysis of the relationship between art and video games, from the sixties until today. Art and play: how many forms does this relationship take? Duchamp used to say that art was a game and that games were art. When video games joined the dance of the muses this relationship was further enriched. Video games are an art and in recent years they have had a crucial influence on other arts: cinema, literature, music and visual arts. They stand at the crossroads between very diverse forms of culture and product, and it is precisely the anomaly inherent in this encounter/clash that makes them so terribly interesting. Neoludica is an in-depth exploration of the relationship between art and video games, and it underlines how the video game (an interactive multimedia work) is an art form that has yet to be understood by the world of culture. The interactive dimension is a facet that has attracted art since the advent of environmental installations during the sixties, and it is a dimension that has since been developed in digital art through video installations. The video game/art contamination occurs not only on the aesthetic level, but also through those elements of language which can be defined as conceptual, such as interactivity mentioned above. Naturally, it acquires an artistic dimension when its aims go beyond mere technical prowess and explore the world of fantasy
CONTENT
Neoludica: Italian neologism-neuter plural / Debora Ferrari -- Neoludica philosophy / Debora Ferrari, Luca Traini -- Italians do it better!! / Domenico Quaranta -- Teh Italians do it bettah!! / Matteo Bittanti -- Art comes into play: contemporary neo-ludic anachronisms / Debora Ferrari -- Art and video game: interaction, environment and emotionality / Elena Di Raddo -- The media game: the ludic turnaround in media / Ruggero Eugeni -- Mapping the new: museums, archives and private collections / Eleonora Charans -- Retrogaming and consoles / Eleonora Charans -- New forms of Picaresque: from classics of literature to video games / Mauro Nicolini -- As real as a game: problems of aesthetics surrounding video games / Kevin McManus -- Remote connections neo-ludic genealogy / Luca Traini -- Photographic image and neo-ludic image: reasons for a marriage made in heaven / Cristina Casero -- Second (photo)life by Paolo Della Corte: we want to see their faces / Luca Traini, Debora Ferrari -- Neo-ludic metamorphoses for Marianna Santoni / Luca Traini -- LOVE ADA LOVELACE / Luca Traini -- Samuele Arcangioli / Debora Ferrari -- Archetypes and landscapes / Andrea Ferrari, Debora Ferrari, Mauro Nicolini, Luca Traini -- Trip triptych flash: Lorne Lanning's & Sherry McKenna's Oddysee / Luca Traini -- Oddworld inhabitants / Lorne Lanning -- Homo (neo)ludens: videogames are not a waste of time! / Chiara Di Stefano -- Promoters, designers, developers?: please call us players / Salvatore Fallica -- Storytelling, Eros & Thanatos: pioneers in exploration to break the chains of slave art / Salvatore Fallica -- Nostalgia to play: those winter evenings, holding a Game Boy / Salvatore Fallica -- Cyber-places: digital spaces in the architecture of video games / Alessandra Coppa -- Mikayel Ohanjanyan's perspectives / Debora Ferrari -- You can't stop / Massimo Giuntoli -- Traces of Jan Vormann / Debora Ferrari -- "Everything became clear in a flash": emotional sound design for Oddworld / Tibe -- Over game / Gabriella Parisi -- Virtual worlds make "own" movies / Margherita Balzerani -- "Play": video games world / Jaime D'Alessandro.