The Museum of Modern Art has permanently added 14 examples of groundbreaking digital interactive entertainment (i.e. video games) to their Architecture and Design Collection - by recognizing the many elements of aesthetics, storytelling, creative logic, etc., that are essential (but not always implemented) in each game, countless enthusiasts and experts who have long championed the legitimacy of video games as artistic experiences now stand to gain a distinctly more esteemed appreciation of what was once considered a hollow and superficial pastime.
Drawing from an incredibly rich timeline of candidates to represent this first wave of video-game-as-art, commercial and critical successes such as Tetris, Another World, Pac-Man, Sim City 2000, Myst, Katamari Damacy, The Sims, vib-ribbon, Portal, flOw and EVE Online, among others, held particular significance with their simplicity, innovation, graphics, simulations, details, personalities, atmospheres and narratives; the collection is expected to later include 27 more games that encompass the initial search criteria as well as other defining factors. Visitors to this new collection are afforded opportunities to interact directly with some displays - though occasionally the physical controls could malfunction due to human abuse, as is often the case in reality- while other games are much more immersive (EVE Online, The Sims, Myst, Sim City 2000) and shown as demo videos. The installation allows for a handful of observers to congregate around each screen (approximately 55" high in the walls) without interfering with adjoining games, though hand sanitizers are highly encouraged. Headsets are provided with the playable games and a looped mix of snippets from famous themes like "Super Mario Bros." is set as the exhibit's ambient music.
Currently this collection can be found in one corner of the Architecture and Design exhibit, but hopefully will earn its own dedicated gallery when the new games are eventually selected. It is quite likely that once a more complete lineup of video games has been established, all displays would become less immediately engaging due to unnecessary repairs of broken controllers and shift to a picture-in-picture presentation of actual gameplay and players' hand movements. Despite the fact that video games are explicitly designed to require user input to extract their potential, not everyone who goes to museums will sit in Dale Earnhardt's car, fire a Civil War cannon, play Jimi Hendrix's guitar, flip through Salvador Dali's sketchbook or use a Neanderthal's stone hammer.
By and large, the MoMA's initial foray into truly digital realms should serve as a welcome beacon of hope to other generations of diverse artists that toil unceasingly on their craft in the event that some day even one culmination of efforts be preserved as a worthy contribution to culture and society.
Appealing to the masses means that one will become as colorless as air, as bland as water, and as common as dirt.
About Me
- The Thrash Prince of Hell Air, G. Tso Money (Ret.)
- New York, New York, United States
- Mostly visual art and air guitar.
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Showing posts with label MoMA. Show all posts
Showing posts with label MoMA. Show all posts
Monday, March 18, 2013
CONTINUE?
Labels:
Another World,
art,
EVE Online,
Evenhanded Luck,
flow,
imagination,
Katamari,
Manhattan,
MoMA,
Museum of Modern Art,
New York City,
NYC,
Pac-Man,
Portal,
Sim City 2000,
Sims,
Tetris,
vib-ribbon,
videogames
Wednesday, December 5, 2012
AppetiteForCreationZ: You Could Be Mayan
With the Museum of Modern Art having announced its intention to include digital interactive entertainment to the permanent collection, there is no question that physical manipulation of material substances remains a prominent component of the definition of art in this space age of human history. Prophecy or not, the stasis of this current civilization beyond the next few weeks is still in flux.
There are far more tangible clues to explain and identify the past than creative leaps of faith (which are in themselves not entirely a laughing matter, of course) - telltale remnants from preceding societies have endured until future generations discover and attempt to comprehend their meanings. Art, when done well, is capable of capturing incidentals and fundamentals that reflect the creator's environment.
Like any reasonably organic resource, fixed technology has its own life cycle that, when imaginatively explored and utilized, runs the course until tomorrow simply leaves everything behind. Making art means letting everybody know what's on your mind, so it's good that someone like Leonardo da Vinci didn't become a shoe cobbler instead.
Note: The above images are taken from a Samsung SCH-u540 camera/phone.
There are far more tangible clues to explain and identify the past than creative leaps of faith (which are in themselves not entirely a laughing matter, of course) - telltale remnants from preceding societies have endured until future generations discover and attempt to comprehend their meanings. Art, when done well, is capable of capturing incidentals and fundamentals that reflect the creator's environment.
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| 08-12-12: Union Square station, NYC. |
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| 08-12-12: Union Square station, NYC. |
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| 08-12-12: Union Square station, NYC. |
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| 11-22-12: Fernbank Museum of Natural History, GA. |
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| 11-22-12: Fernbank Museum of Natural History, GA. |
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| 11-22-12: Fernbank Museum of Natural History, GA. |
Note: The above images are taken from a Samsung SCH-u540 camera/phone.
Labels:
art,
Atlanta,
Brooklyn,
camera,
cell phone art,
cellphoneography,
Fernbank,
Georgia,
Leonardo da Vinci,
Manhattan,
MoMA,
Museum of Modern Art,
New York City,
NYC,
photography,
Queens,
Samsung,
Staten Island,
The Bronx
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