Avant-Garde Videogames: Playing with Technoculture

IF 0.6 Q3 SOCIAL SCIENCES, INTERDISCIPLINARY American Journal of Play Pub Date : 2015-01-01 DOI:10.5860/choice.187492
Patrick Jagoda
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引用次数: 24

Abstract

Avant-Garde Videogames: Playing with TechnocultureBrian Schrank Cambridge, MA: MIT Press, 2014. Notes, references, index, images. 232 pp. $32.00 cloth. ISBN: 9780262027144In his 1991 book The Theory-Death of the Avant-Garde, Paul Mann declares, "The avant-garde, we know, is dead; nothing could appear more exhausted than its theory, its history, its works." This provocative claim warrants reevaluation in the early twenty-first century, which has brought with it numerous experimental art movements, many enabled by the increased centrality of digital media. Brian Schrank's Avant-Garde Videogames, declares that the avant-garde is alive and well, especially in what are often called art, serious, and "DIY" games. An avant-garde game, for Schrank, is one that "opens up the experience of playing a game or expands the ways in which games shape culture" (p. 3). He argues that unlike mainstream games that strive for universal literacy, avant-garde games seek to foreground their medium, defamiliarize conventional mechanics, and disrupt play flow. They also interrogate the ideologies, technologies, and systems that are central to contemporary culture.Schrank's core taxonomic argument is that we can only think of experimental video games as belonging to multiple avant-gardes. He organizes these games into two broad categories: the formal (as understood by art critics such as Clement Greenberg) and the political (as elaborated by literary critic Peter Burger). The formal avant-garde focuses on medium specificity, while the political avant-garde privileges collective play and social change.Schrank's art historical method departs notably from more common starting points of game studies that include narrative (Marie-Laure Ryan), rhetoric (Ian Bogost), and design (Mary Flanagan). To link historical avant-garde movements in painting, performance, film, and mixed media, the book reviews the work of figures such as Edouard Manet, Filippo Marinetti, Bertolt Brecht, and Augusto Boal. The video game avant-garde, then, appears in the context of a broader history that includes movements such as Dada, futurism, Fluxus, the Situationist International, performance art, video art, and net art.Rather than offering an absolute definition of avant-garde games, the book presents a menu of artworks that explore the formal and political possibilities of play. One of the book's greatest virtues is as an introduction to a broad range of experimental games. Schrank begins with works that have been more frequently discussed in art historical contexts since the late 1990s- such as Jodi's Untitled Game (1996 - 2001) and Brody Condon's Adam Killer (1999). Schrank then explores games that he places in the categories of radical formal (Arcadia, 2003), radical political (Toywar,1999), complicit formal (Cockfight Arena, 2001), complicit political (World without Oil, 2007), narrative formal (Game, Game, Game, and again Game (2007), and narrative political (Darfur is Dying, 2006). This catalog of games should prove a useful resource for game studies scholars.Schrank's text offers another noteworthy feature in its use of the lens of a comparative media studies approach to avant-garde video games. Though the play, mechanics, and interaction are important, Schrank departs from media theorists such as Alexander Galloway to argue that video games can also have experimental value through their visual, audio, and narrative dimensions. For example, in discussing Tracy Fullerton and Bill Viola's game collaboration The Night Journey (2007), Schrank reads it as more of an "explorable video" (p. …
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先锋电子游戏:科技文化的游戏
先锋派电子游戏:玩技术文化brian Schrank剑桥,马萨诸塞州:麻省理工学院出版社,2014。注释、参考文献、索引、图像。232页,32美元布。保罗·曼在他1991年出版的《理论——前卫艺术的死亡》一书中宣称:“我们知道,前卫艺术已经死亡;没有什么比它的理论、它的历史、它的作品更显得筋疲力尽了。”这种挑衅性的主张在二十一世纪初值得重新评估,二十一世纪带来了许多实验性艺术运动,其中许多运动是由数字媒体日益增长的中心地位推动的。Brian Schrank的《先锋电子游戏》一书宣称,先锋游戏仍然存在,特别是在那些通常被称为艺术、严肃和“DIY”的游戏中。对于Schrank来说,前卫游戏是“打开游戏体验或扩展游戏塑造文化的方式”的游戏。他认为,与追求普及文化的主流游戏不同,前卫游戏寻求突出其媒介,颠覆传统机制并破坏游戏流程。他们也质疑当代文化核心的意识形态、技术和制度。Schrank的核心分类学观点是,我们只能将实验性电子游戏视为多种前卫游戏。他将这些游戏分为两大类:正式的(如Clement Greenberg等艺术评论家所理解的)和政治的(如文学评论家Peter Burger所阐述的)。形式先锋派注重媒介的专一性,而政治先锋派则注重集体游戏和社会变革。Schrank的艺术历史方法明显偏离了更常见的游戏研究起点,包括叙述(Marie-Laure Ryan)、修辞(Ian Bogost)和设计(Mary Flanagan)。为了将绘画、表演、电影和混合媒体中的历史先锋派运动联系起来,本书回顾了爱德华·马奈、菲利普·马里内蒂、贝托尔特·布莱希特和奥古斯托·波尔等人物的作品。因此,电子游戏先锋出现在更广泛的历史背景中,包括达达主义、未来主义、激浪派、国际情境主义、表演艺术、视频艺术和网络艺术等运动。这本书并没有给出前卫游戏的绝对定义,而是列出了一系列探索游戏形式和政治可能性的艺术作品。本书最大的优点之一是介绍了各种各样的实验游戏。Schrank首先介绍了自20世纪90年代末以来在艺术史语境中被频繁讨论的作品,如Jodi的《Untitled Game》(1996 - 2001)和Brody Condon的《Adam Killer》(1999)。Schrank随后将游戏归类为激进形式(Arcadia, 2003)、激进政治(Toywar,1999)、共谋形式(Cockfight Arena, 2001)、共谋政治(World without Oil, 2007)、叙事形式(Game, Game, Game, and again Game, 2007)和叙事政治(Darfur is Dying, 2006)。这一游戏目录将为游戏研究学者提供有用的资源。Schrank的文本提供了另一个值得注意的特点,即使用比较媒体研究方法来研究前卫电子游戏。虽然玩法、机制和互动都很重要,但Schrank与Alexander Galloway等媒体理论家的观点不同,他认为电子游戏也可以通过其视觉、音频和叙事维度具有实验价值。例如,在讨论Tracy Fullerton和Bill Viola合作的游戏《The Night Journey》(2007)时,Schrank认为它更像是一个“可探索的视频”
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American Journal of Play
American Journal of Play SOCIAL SCIENCES, INTERDISCIPLINARY-
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