“Art Games and Breakout: New Media Meets the American Arcade” by Holmes

  • ©Tiffany Holmes

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Title:

    Art Games and Breakout: New Media Meets the American Arcade

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Abstract:


    This paper explores how the interactive paradigms and interface designs of arcade classics like Breakout and Pong have been incorporated into contemporary art games and offer new possibilities for political and cultural critique.

References:


    1. Aarseth, E. 2001. Editorial in Game Studies. www.gamestudies.org/0101/editorial. html.

    2. BEAL, A. 2002. Interview by Geri Wittig and Max Hardcore. switch .sjsu. ed u/web/v5n2/i nterview. htm I.

    3. Bookchin, N. 1999. www.calarts.edu/-bookchin/intruder.

    4. Diablo Advertisement. 2002. www.blizzard.com/diablo2/.

    5. Herz, J.C. 2001 Go Digital. BBC news interview, August 4, 2001. news. bbc.co. u k/hi/english/sci/tech/newsid 1504000/1504 718.stm.

    6. Klima, J. 2001. Go Fish. Postmasters Gallery, NYC, 2001. www.city arts.com/lmno/postmasters.html.

    7. Manovich, L. 2001. The Language of New Media. Cambridge: MIT Press, 245.

    8. Poole, S. 2000. Trigger Happy: Video games and the Entertainment Revolution. New York: Arcade Publishing, 226.

    9. Tribe, M. and Galloway, A. 2001. Net Games Now. Rhizome. April 29, 2001. rhizome.org/print.rhiz?2632.


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