Digital Playis organized around the theme
of action in its different uses and interpretations. Music-, dance-,
and movement-oriented video games originating in Japan constitute
a shift from traditional, often violent game scenarios. Classic
arcade games from the 1980s are paired with current home-based games
to contrast their approaches to such action-related topics as driving
and waging battle on land and in space. Though the graphics have
changed significantly, patterns of play remain similar.
Introduction
Burnout Revenge, 2005, Criterion
Games, Electronic Arts
Cloud, 2005, thatgamecompany, Electronic Arts
Death Race, 1976, Exidy
Donkey Kong, 1981, Nintendo
Donkey Konga 2: Hit Song Parade , 2005,
Nintendo
Eye Toy: Play, 2003, Sony Computer
Entertainment
with Play 2, 2003, Sony Computer Entertainment
Studios, London
FLOW: Urban Dance Uprising, 2005, Ubisoft
GameTap, 2005, Turner Broadcast
Gitaroo Man, 2001, Koei Corporation
Karate Champ, 1985, Data East
NBA Jam, 1993, Midway
NBA Street V3, 2005, EA Sports Big
Mortal Kombat, 1992, Midway
PaRappa The Rapper, 1997, Na-Na On-Sha
REZ, 2002, United Games Artists
Star Wars, 1983, Atari
Star Wars: Battle Front II, 2005, LucasArts
Tron,1982, Bally/Midway
The Warriors, 2005, Rockstar Games
We Love Katamari, 2005, Namco
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Introduction
In the last twenty years, video games and digital art
have moved from the arcade into the home, and from the
home onto the Internet, where they have become the work
and play of an international network of artists and
designers. This exhibition presents selections from
each arena: the art that originates in the virtual studios
of animators, designers, and programmers; the innovative
video and computer games that have transformed the home
entertainment center; and the classic video games of
the 1980s that wield a continuing thematic and aesthetic
influence over their digital heirs.
The expansion of possibilities in digital gaming has
led to more imaginative and technically sophisticated
interfaces, and richer, and more whimsical, interactive
animated environments. The games and art in this exhibition
offer a real-time experience in which the work is generated
while it is being watched.
Paradoxically, upbeat music-and-dance games—which
seem to allow a new level of participation by responding
to the movements of the whole body—reward conformity,
while more traditional games reviled for their controversial,
violent content allow for more creativity and independence
on the part of the player.
These games provide an escape and a challenge, but also
a way of keeping up with and experiencing firsthand
a rapidly evolving technology.
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