Abstract

Aim. The aim of the research is to show the applications of art reception in computer games. Moreover it is important to show the game as a visual object worth to analysis for art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, like ludology, narratology and culture study research computer games, but we can see a large lack in the state of research in visual aspects of games, which should be supplemented.
 Methods. The subject of study are five games belonging to different game genres. The first, Assasin’s Creed II is set in a historical context, the next Witcher III and Dark Souls embedded in the realities of fantasy and finally, two games in an independent games category. The basic method is iconographic identification of the object and comparative difference and similarity between original source of inspiration and transposition of this in computer media. Therefore basic tools gained from history of art are used, which are necessary for visual analysis of a piece of art. Also important is notion of a commonplace forming a frame for images from different media.
 Results. Indicated examples show that classic art has a strong influence on numerous computer games. The citations and allusions from art brings an additional narration completing the story in the game. Objects of architecture or paintings also give symbolic meanings, influencing the interpretation of the whole game. Game developers oscillate between education in the history of art and the use of these references to create your own world.
 Conclusion. The examples presented in the article are only part of the rich area of art inspirations that can be found in many games. This should become a contribution to further research, not only taking into account the indicated types of references, but also the visuality of the games themselves The visual complexity of the games would require separate, more extensive research that would bring a lot into the perception of games and researching them

Highlights

  • Basic tools gained from history of art are used, which are necessary for visual analysis of a piece of art

  • A notion of commonplace forming a frame for images from different media is important

  • Indicated examples show that classic art has a strong influence on numerous computer games

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Summary

Introduction

Computer games should be perceived as a crucial cultural phenomenon which, in its 60 years of development, has turned from simple forms of electronic entertainment to modern visual masterpieces. The attempts to create computer games were made by a narrow group of academics, and it took years until the medium became more common. 4) and Wolf states it is only a Spacewar can be considered the first game The last decades have seen a dynamic development of graphic design in games, turning them into markers of technological progress. Marcin Petrowicz goes as far as to claim that the place games occupy in the modern culture will shortly make them the most important medium in Western societies. It means an imaginary world, transported reality in some kind of media [from latine imago, image in English]

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