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General News - Video Games as Art

by Myrthos, 2012-11-30 12:37:47

Here is something that you might find interesting. The Museum of Modern Art has 'acquired' a selection of 14 games from a list of about 40 that they will show as art.

Not sure what 'acquired' means as some of the games can still be bought right now, but quite a few might be very hard to come by.

Here are the games they have now and that will be shown in the Museum’s Philip Johnson Galleries in March 2013:

Pac-Man (1980)
Tetris (1984)
Another World (1991)
Myst (1993)
SimCity 2000 (1994)
vib-ribbon (1999)
The Sims (2000)
Katamari Damacy (2004)
EVE Online (2003)
Dwarf Fortress (2006)
Portal (2007)
flOw (2006)
Passage (2008)
Canabalt (2009)

These they still like to have:

Spacewar! (1962), an assortment of games for the Magnavox Odyssey console (1972), Pong (1972), Snake (originally designed in the 1970s; Nokia phone version dates from 1997), Space Invaders (1978), Asteroids (1979), Zork (1979), Tempest (1981), Donkey Kong (1981), Yars’ Revenge (1982), M.U.L.E. (1983), Core War (1984), Marble Madness (1984), Super Mario Bros. (1985), The Legend of Zelda (1986), NetHack (1987), Street Fighter II (1991), Chrono Trigger (1995), Super Mario 64 (1996), Grim Fandango (1998), Animal Crossing (2001), and Minecraft (2011).

And this explains why they are doing this:

Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity. Our criteria, therefore, emphasize not only the visual quality and aesthetic experience of each game, but also the many other aspects—from the elegance of the code to the design of the player’s behavior—that pertain to interaction design. In order to develop an even stronger curatorial stance, over the past year and a half we have sought the advice of scholars, digital conservation and legal experts, historians, and critics, all of whom helped us refine not only the criteria and the wish list, but also the issues of acquisition, display, and conservation of digital artifacts that are made even more complex by the games’ interactive nature. This acquisition allows the Museum to study, preserve, and exhibit video games as part of its Architecture and Design collection.

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