Abstract

Computer games provide a unique opportunity to experience intangible fantasies and create engagement with emotions which are able to be played out in real-life. Artists speak of engagement, computer game players speak of transformation and immersion. They are all viewing images with their own personal narratives informing their participation. These personal narratives arise from the information provided by the participant’s self and self-identity. Artists and game players are modding games to suit their own purposes, creating new types of “Haute Games” in a similar style to “Haute Cuisine” or “Haute Couture”. The importance of alternative computer-game genres which allow personal blendings for game players has been investigated and identified.

Highlights

  • All ideas must stem from somewhere and fine artists have the passion of their work to generate ideas

  • Even just watching game players play at this speed was not relaxing at all, so this author wanted movement through Star World to be slow and relaxing with no ‘gamers’ run’ allowed, all movement taking place at a gentle ‘waft and flow’ throughout the navigation. (Csikszentmihalyi, 1996)

  • One of the intentions of creating Star World was to investigate the possibility of using virtual environments and computer-games to help alleviate stress, one of the reasons for loss of work time and heart disease (North, 2008)

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Summary

Introduction

All ideas must stem from somewhere and fine artists have the passion of their work to generate ideas. They can change identities, for example when playing ‘Sims’ or ‘Fable’ or ‘World of Warcraft’ players can become alternative genders or creatures inhabiting these virtual worlds, but games can be used to do and create other meanings.

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