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DiGRA
The paper contends that video games and contemporary art developed in parallel through the twentieth century along opposite trajectories.
"Reframing Art and Games as Historical Twins: art-bit's Curatorial Practices in Japan" examines the "art-bit" exhibition series in Kyoto, which challenges conventional distinctions between contemporary art and video games. The core thesis posits that these two domains are "historical twins," having developed in parallel, particularly in response to technological advancements. The exhibitions, held at Hotel Anteroom Kyoto, deliberately pair contemporary artworks with indie games that share conceptual themes, illustrating their intertwined evolution and shared artistic significance.
A key finding is the argument that contemporary art and games have followed complementary trajectories. While contemporary art moved from mimetic representation towards conceptual principles in response to technologies like photography, games, by integrating new technologies, evolved from foundational principles towards sophisticated imitation, establishing a new form of mimetic art. The exhibitions highlight this through pairings such as Yoshihiro Takeuchi's "Lies or Truth" with Efe-ko's "Mathmare," drawing parallels to figures like Marcel Duchamp who blurred artistic boundaries.
The analysis further suggests that early video games, particularly those from Japan, exhibit a spatial logic akin to classical painting, generating dynamic spaces through code rather than photographic realism. Japanese art and game culture, with its emphasis on 2D character representation exemplified by figures like Pac-Man and Mario, offers a distinct alternative to Western 3D realism, influencing contemporary art concepts such as "Superflat." The "art-bit" exhibitions explore these connections, showcasing artists who integrate painting and game elements, often utilizing AI and digital tools to redefine art and play. The scope of this analysis is primarily focused on Japanese curatorial practices and cultural influences, examining the historical and conceptual intersections of art and games within this specific context.
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