By using virtual spaces and changing the perspective as an artistic strategy, game artworks allow a distanced critique of a simulated world. They tend to erase the boundaries between reality and fiction and redefine the transgressive power of the game. And in the purest hacking tradition, game artworks can be perceived as a « detournement » or a diversion of a mass media to become a means of expression, political or artistic…
Since the end of the '90s, the source codes of some “real time 3D” games are accessible. This allows artists to reprogram them and to divert them for artistic purposes. As we live in a 'everything technological' world, rather than using technology foolishly, artists divert it. It is a way of refusing a world that is bathed in an overflow of information, invaded of images, a universe on which one has rather little power. Michael Stora, a psychoanalyst who is using games as a therapy, says: “Playing time is a pleasure time, a moment where we can manipulate the image as it has manipulated us before.” The idea is to regain control and to submit to criticism a world where the borders between virtual and real, fiction and reality are more and more blurred, where individual liberties and privacy are threatened.
Video game manipulators can be seen as activists. But there are also game detournements/mods/hacks that are not political, but rather poetic, aesthetic or contemplative. Artists and game makers provide another point of view to the game industry by using the game aesthetic, or by hacking games to provide a gaming experience and create a distance towards the world we live in.
The idea is to transform a game into a medium that will provide a distanced reading of a subject.
Notions that can be explored through a gaming exhibition:
Isabelle Arvers
Jim Munroe