2017 - 2018

K'Arts(Korea National University of Arts) Art Collider offers various programs related to games that are created through relationships among society, culture, art, and technology.

*Click on the titles for the details of each program

Publishing : <Critical player : Workshop.artgamemaking.org>

크리티컬 플레이어_workshop.artgamemaking.org(저용량).pdf

Video games not only comprise an artistic means of representing individuals but also have the potential of sociocultural practices. This workshop discusses games as an alternative medium for expressing individuals and communities. From being players who actively and critically answer the questions asked by games, we want to become game creators who can present our own questions in the form of games. We intend to think about games that keep us reflecting on ourselves introspectively even while we are performing repetitive actions to realize the goal of a game, as well as games that enable players to view the issues related to reality from various perspectives.

Using various tools, we ask questions and perform experiments on issues that we have not been talking about much in games.

In this workshop, let us blur the lines between game playing and game making by creating games. The <Game Making Lab> conducts experiments on games in different ways to discover new methods that break away from the conventional laws of existing games. We think about game designs by playing a game from the player’s perspective and find ways that are not conventional in which the game designer and player, or the game system and characters can communicate.

This is carried out in the process of completing a short game within the conditions specified for each session (various tools, rules, forms, etc.), and the games are published on the Web to exchange feedback.

In a 2010 TED talk, game designer Seth Priebatsch announced, “After the era of the social layer built by social media to connect the entire human race, the expansion of the human race through games will be done with the game layer.” The act of games, which started from playing, blurred the lines between games and reality, penetrating into our daily lives and expanding their territory. The art game lectures <Game Layer for Play> examine multiple layers around games as a new medium of expression.

Won-jun Yoo presents the correlation between art and games by using the game attributes of artworks based on algorithms, and Jun-hee Yun examines the possibility of game development in the industrial aspect along with the current issues of the game market. Geun-seo Park and Jae-hwan Park attempt to analyze the game <Sally’s Law> by examining the correlation between the two typical powers of a game, play (ludology) and narrative (narratology). Young-jin Oh and Ga-young Ahn examine the relationship between games and society from the perspective of gender, and Young-bin Gwak and Shin-kyu Gang investigate the interactive game characteristics of films and TV programs. Finally, Jung-yeop Lee examines the game ecosystem by investigating indie games and inspirational games.

  • Algorithm-Game-Media Art _ Won-jun Yoo
  • Current State of the Game Industry and Development Environment _ Jun-hee Yun
  • Game Play and Narrative _ Geun-seo Park, Jae-hwan Park
  • Women, Games, and Cyborg _ Young-jin Oh, Ga-young Ahn
  • Games and Visual Media _ Young-bin Gwak, Shin-kyu Gang
  • Changes in Indie Games and Inspirational Games _ Jung-yeop Lee

The K-Arts Art Collider aims to expand the scope of game production and identify possibilities of alternative expression through the workshop <Game Making Using Physical Computing and Object Hacking>, in addition to the <Game Making Lab> that had been conducted in June.

How can we enjoy solving the problems around us by ourselves by using simple technology and object hacking?

The workshop <Game Making Using Physical Computing and Object Hacking> enables us to solve or express the problems around us through play and game production based on physical computing. In this workshop, participants expand the scope of existing games for a month through “Part 1. Physical Computing as Play,” “Part 2. Devices, Toys, Games,” and “Part 3. Hacking Game” and experience artistic play and creation.

In the aforementioned art game lectures <Game Layer for Play>, we examined the relationships among various layers of games. Now, in <Critical Player>, we examine writing methods and discuss our game stories to become “critical players” who have the insight to view games critically.

In the first lecture, we discuss different ways to enjoy and talk about games. In the second lecture, we examine game criticism as media criticism that is published. Based on this examination, in the third lecture, we find our own ways to talk about games based on the selected games. The fourth and fifth lectures are open lectures presented by those who work with games in real life, such as game reporter Myung-gyu Lee and Replica developer SOMI. In the sixth lecture, we conclude the section by sharing our experiences. We summarize and discuss game play experiences and different perspectives on games, and we find new ways to enjoy games.