Computer Games in Art History. Traditional architecture and painting presented in virtual reality Cover Image

Computer Games in Art History. Traditional architecture and painting presented in virtual reality
Computer Games in Art History. Traditional architecture and painting presented in virtual reality

Author(s): Michał Szymanski
Subject(s): Sociology, History of Art
Published by: Fundacja Pro Scientia Publica
Keywords: computer games; ludology; history of art; commonplaces

Summary/Abstract: Aim. The aim of the research is to show the applications of art reception in computer games. Moreover it is important to show a game as a visual object worth being analysed by art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, such as 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. A notion of commonplace forming a frame for images from different media is also important.Results. Indicated examples show that classic art has a strong influence on numerous computer games. The citations and allusions from art bring 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.

  • Issue Year: 5/2018
  • Issue No: 5
  • Page Range: 84-99
  • Page Count: 16
  • Language: English