This presentation explores whether video games can be considered a form of art. It notes that as video game design has become more sophisticated, some designers are using the medium to create art, though many critics believe video games should not be viewed as art. The presentation will examine definitions of art, whether video games can fit such definitions, and the subjectivity of defining art. It identifies potential challenges in finding a concrete definition of art and comparing the artistic merit of different games. The issue is relevant because recognizing video games as art could legitimize game designers creating art and give games recognition within the artistic community.
President Donald J Trumps new executive order caused chaos across the nation and the world. Many people were detained at airports, even those with means of legal residents in the U.S.
An analysis of the current movement to end the prohibition of marijuana. Will the affects be negative or positive and what impact will it have on the generations to come?
From The Guardian to Cisco, big business to small, it seems that everybody is talking about the Internet of Things — but what exactly is IoT and why does it matter?
Taking a deep dive, we explore the many faces of IoT in Healthcare. Technology research and advisory company, Gartner, currently place the Internet of Things at the peak of inflated expectations and there are certainly challenges. But IoT also holds real promise for healthcare and it is already making an impact today.
We demonstrate why the Internet of Things has a far reaching impact across all determinants of health and how it could lead to a broader model of healthcare. We look at some of the technologies that are available to buy or that are already in development today, whilst also exploring some of the very real challenges that integrating such technologies into healthcare presents. Finally, we offer some ideas about how you can get involved, whether you are a healthcare professional or not.
This ppt presentation discusses about the various models of mental illness. I found it useful to download as it gives a fair idea about various models which are generally not found in books.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
President Donald J Trumps new executive order caused chaos across the nation and the world. Many people were detained at airports, even those with means of legal residents in the U.S.
An analysis of the current movement to end the prohibition of marijuana. Will the affects be negative or positive and what impact will it have on the generations to come?
From The Guardian to Cisco, big business to small, it seems that everybody is talking about the Internet of Things — but what exactly is IoT and why does it matter?
Taking a deep dive, we explore the many faces of IoT in Healthcare. Technology research and advisory company, Gartner, currently place the Internet of Things at the peak of inflated expectations and there are certainly challenges. But IoT also holds real promise for healthcare and it is already making an impact today.
We demonstrate why the Internet of Things has a far reaching impact across all determinants of health and how it could lead to a broader model of healthcare. We look at some of the technologies that are available to buy or that are already in development today, whilst also exploring some of the very real challenges that integrating such technologies into healthcare presents. Finally, we offer some ideas about how you can get involved, whether you are a healthcare professional or not.
This ppt presentation discusses about the various models of mental illness. I found it useful to download as it gives a fair idea about various models which are generally not found in books.
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
Gamers Conquered the Mainstream... What's Next?Philip Minchin
Games. Everyone loves them - and pretty much everyone plays them, whether it's cutting-edge electronic games, or traditional games like chess and bridge, or anything in between. And when you look at our history, starting with the very first work of written history in the Western canon, it's clear we always have.
With strong evidence linking play to learning, intelligence, creativity, community connectedness, physical AND mental health, problem-solving, systems literacy, psychological literacy, optimism, and a host of other benefits, this is a good thing!
But given that play is so profoundly linked to and good for humanity, where is the public institutional support for it?
This presentation attempts to (very briefly!) outline the case for games and play, describe how we could be covering and supporting them a whole lot better, and then plot a course for how to get there from here. First presented at PAX Aus, it's now being shared online.
If you like the ideas contained in this presentation, check out http://apili.org and http://australianplayalliance.org!
Or you can read more by the author at http://philipminchin.com - or contact him via http://philipminchin.com/contact if you have questions or would like to consult him on a matter related to games and play.
Videogames and museums: fields in convergence Amy Hondsmerk, Nottingham Trent...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
Videogames and museums: fields in convergence
Amy Hondsmerk, Nottingham Trent University
As museums and heritage sites consider the ways in which they can engage visitors in the digital age, a trend expedited by the COVID-19 pandemic, the sector has progressively looked to the videogame industry. Tapping into the ‘experience economy’ (Park and Gilmore 1999), this intersection has allowed museums to explore the role of play in understanding the past. This has taken various forms including collaborations with game companies, utilising existing games to reach gaming communities and broaden audiences, and developing new museum-based games. Yet, while many of these game-related initiatives have been successful, thus far the museum sector has mainly employed video games in a manner that has been limited, with museum games remaining primarily focused on educational or entertainment goals.
In the context of changing understanding about interpretation in museums and, specifically, of the recognition of the role of visitors as participants in the interpretative process (Hooper-Greenhill 2000, Staiff 2014), the convergence of museums and videogames is rich area to explore and consider how the sector could realise the full potential of museum video games.
Explore the multifaceted world of Muntadher Saleh, an Iraqi polymath renowned for his expertise in visual art, writing, design, and pharmacy. This SlideShare delves into his innovative contributions across various disciplines, showcasing his unique ability to blend traditional themes with modern aesthetics. Learn about his impactful artworks, thought-provoking literary pieces, and his vision as a Neo-Pop artist dedicated to raising awareness about Iraq's cultural heritage. Discover why Muntadher Saleh is celebrated as "The Last Polymath" and how his multidisciplinary talents continue to inspire and influence.
2137ad Merindol Colony Interiors where refugee try to build a seemengly norm...luforfor
This are the interiors of the Merindol Colony in 2137ad after the Climate Change Collapse and the Apocalipse Wars. Merindol is a small Colony in the Italian Alps where there are around 4000 humans. The Colony values mainly around meritocracy and selection by effort.
2137ad - Characters that live in Merindol and are at the center of main storiesluforfor
Kurgan is a russian expatriate that is secretly in love with Sonia Contado. Henry is a british soldier that took refuge in Merindol Colony in 2137ad. He is the lover of Sonia Contado.
Hadj Ounis's most notable work is his sculpture titled "Metamorphosis." This piece showcases Ounis's mastery of form and texture, as he seamlessly combines metal and wood to create a dynamic and visually striking composition. The juxtaposition of the two materials creates a sense of tension and harmony, inviting viewers to contemplate the relationship between nature and industry.
2. WHAT IS THE ISSUE?
• Video game design has become more complex as technology has
advanced and now some designers use it as a medium of art
• Many critics believe that video games are not a form of art and
should never be considered as such
• The question is then posed of whether or not video games can be
considered art or not
3. POTENTIAL QUESTIONS
• What defines something as a form of art?
• Can video game design fit such a definition?
• Can art truly be defined at all or is it always subjective?
4. RESEARCH AVAILABLE
• Ebscohost research database
• New York Art Resources Consortium
• Archives of American Art, Smithsonian Institution
5. THREE SPECIFIC SOURCES
• Stuart, Keith. "Are Video Games Art: The Debate That Shouldn't Be." Games Blog.
Guardian News and Media, 06 Dec. 2012. Web. 16 Feb. 2017.
• Tucker, Abigail. "The Art of Video Games." Smithsonian.com. Smithsonian
Institution, 01 Mar. 2012. Web. 16 Feb. 2017.
• "Art on the Brain." Gamasutra - Are Games Art? (Here We Go Again...). N.p., n.d.
Web. 16 Feb. 2017.
6. POTENTIAL CHALLENGES
• Art can be extremely subjective so it may be difficult to find a
concrete definition
• Different video games can have drastically different artistic merit
7. WHY IS THE ISSUE RELEVANT/WORTH EXPLORING?
• If video games are truly art, they should be given recognition as
such and not sidelined in the artistic community
• It determines the legitimacy of game designers trying to create art
through their games