Korean language
The Art Game Project held in the ICT-Culture Integration Center (currently Metaverse Hub) is an extension of the Center for Art Convergence program's goal to create new values through today's artistic methodology, which is connected even when various fields are intersected. Pangyo is a symbolic space where technology, industry, and policies of our time are concentrated. Based on these regions, we thought about creating new values through artistic methodologies. For this purpose, we focused on "games" in which various interactions and values are produced through play.
This project covered the alternative game culture and creative methods that 'Player' creates. Playing a game is a process of participating in a world of rules. It is a complete acceptance according to the designed design. Still, a bidirectional activity that accepts spreads and presents the game's message from a new perspective through interaction. In these activities, games become the sociocultural practice in the community from artistic means of expressing individuals. Many contemporary players are multi-faceted, accessing a single game, expanding the variety and scope of fun, and creating a new game culture by creating a community through a platform. We defined and noted those who can actively and critically answer the questions posed by the game and present the game from a multilayered perspective as critical players.
Planning/Operation : Dayoung Lee, Myeongyeon Lim
<Game Making for a Better Community> 2017.01
Video games not only are an artistic means of expressing individuals, but have the potential for socio-cultural practice. This workshop dealt with games as an alternative medium of expression to discuss individuals and draw communities. Going beyond a player who proactively and critically answers the questions posed by the game, this program intended to foster game creators who present questions in the form of a game. This workshop allowed an opportunity to think about a game that could help to reflect in the process of performing repetitive actions toward the goal of the game, and a game that allows players to view issues related to reality from various angles.
Let us use a variety of tools to ask questions and experiment with issues we do not usually talk about in games.
Let us break the boundaries between gameplay and game making by making a game as if playing a game or talking to a player. <Game Making Lab> experimented with games in various ways to discover new methods that differ from the conventional rules of existing games. We thought about the game design while playing the game from the player’s point of view. By doing so, this helped us explore unconventional ways for game designers and players, game systems and characters to communicate.
In each round, a short game was completed within the given conditions (various tools, rules, formats, etc.), and each game was published on the web to give and receive feedback.
<Game Layers for Gameplay> 2018.06-07
Seth Priebatsch, game designer, said in his 2010 TED lecture that "from the era of the social layer built by social media to connect all mankind, the expansion of mankind through games will be conducted by game layer.” As such, the act of game playing, which started as a form of play, breaks down the boundaries with reality and expands into every corner of our daily life. In the Art Game Lectures <Game Layers for Play>, we looked at various layers surrounding games to look as a new medium of expression.
■ Algorithm-Game-Media Art _ Wonjoon Yoo
■ Current Status of Game Industry and Development Environment _ Junhee Yoon
■Play and Narrative of a Game _ Keunseo Park, Jaehwan Park (Moderator : Sangwoo Kim)
■ Women, Games and Cyborgs _ Youngjin Oh, Gayoung An
■ Game and Visual Media _ Yungbin Kwak, Shingyu Kang
■ Changes in Indie Games and Inspiration Games _ Jungyeop Lee
<Practicing Game Making Using Physical Computing and Object Hacking> 2018.07-08
<Critical Player: How to Tell the Game> 2018.10
We looked at the relationship of various layers surrounding the game in the last art game lecture <Game Layer for Play>. In <Critical Player>, we wanted to share our game story and looked at how to write about the target to become a “critical player” with eyes to look at the game critically.
In the first lecture, we discussed various ways to enjoy the game and talked about it together, and in the second lecture, we looked at game criticism as a media criticism that had been published. Based on this, in the third lecture, we explored our own way of talking about the game on the selected games. The 4th and 5th lectures were held as open lectures where participants could listen to the experiences of a game reporter, Myung-gyu Lee, and a developer of the game “Replica,” SOMI. In the last session, we shared our own experiences.
We contemplated and talked about our own gameplay experiences and perspectives on the games and found new ways to enjoy the game.
Art Collider Lab at the Center for Art Convergence in Korea National University of Arts received plans for an art game that they wanted to further develop among participants of a 2018 workshop <Game Making Lab>, <Practicing Game Making Using Physical Computing and Object Hacking>, and selected them through a competition. A total of eight project proposals were selected.
Archive : https://ac-karts.itch.io/